Abandoned Mines as an important source of Ores

Waterlimon shared this feedback 20 days ago
Not Enough Votes

Currently, if you find Ore, you just drill an ugly hole, mine the resource, leave, repeat.

Thats boring. Theres no engineering to it beyond a mining ship.

I propose that the most resource rich locations would be Abandoned Mines:

  • Many resource types, with at least one having a giant deposit that you cant just mine away in one pass - kind of like many of the contract locations are currently.
  • Prebuilt damaged infrastructure - tunnels, walkways, lights, personnel spaces, landing pads, production facilities...
  • Dangers like leaking chemicals, radiation, space critters/automatons, defense systems

Abandoned mines would be discovered by chance (random encounter), OR you can buy a map from station.

Abandoned mines would exist in asteroids and on planets. They would go deep. They would have challenges.

Player activities in Abandoned Mines:

  • Explore to find out where the best deposits are and how to get to them
  • Deal with dangers to make it safe to mine
  • Repair existing infrastructure like collapsed sections, broken lights, broken doors...
  • Make it your own, add basic production facilities, landing pads, power source, defenses...
  • Find clues to nearby points of interest for further exploration (maps, keys)


Abandoned Mines vastly improve the core gameplay element of resource collection!

Endgame, players resource needs would be fulfilled something like:

  • 25% Singular Asteroid and Planetary deposits
  • 25% Abandoned Mines
  • 25% Derelict ships and stations
  • 25% Economy system

That would feel balanced and varied!


The mines need to be designed such that a mining ship can enter, or at least modifiable by player to make room for ship to enter. We are not talking about small structures here.

Replies (3)

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Verdure has mined out asteroids, you can see the remnants of past excavations and prospectors.

The problem is logically...just scraps are left by prospectors. Currently unknown signals give a bit of ore, some loot.

The tutorial is one giant system of what you propose, already.

The core loop of the original game of building and exploring from scratch, as more of a pioneer instead of a looter, seems to me the core gameplay loop. Keep the cool grids to explore for late mid-late game, so the core progression of your base remains, until you are more mobile. Start with an survivor gameplay, then RTS base and tech progression type of gameplay, then RPG exploring type loot, then an 4X expansion vs other factions...? That's a lot of problems to develop coherently ugh.

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You could have this type of an encounter at various difficulty and complexity levels. A suitable encounter for the beginning of the game, could be finding a simple, small mine tapping one or two basic resource deposits. Think something like that mine at the site where your initial escape pod landed on Verdure. It didn't have much, a couple batteries powering spotlights and some struts and catwalks spanning the tunnels, a pile of debris. A very simple thing, but it immediately gave lots of additional flavor to the game.

Make a few variations of that kind of compact basic mine and spawn them as part of the planetary encounters.

In addition you could then have intermediate level, high level, and boss level "abandoned mines", but spawning less frequently as their complexity and difficulty goes up.

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In addition to Abandoned Mines, you could have Abandoned Warehouses, that have rooms/halls filled with Ore, as if it was already mined and is just stored there! That would be cool!

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Or fill them up with hostiles, Keen says AI npc characters are in development. Mid-game exploration, once your initial base is built up some.

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