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Ore Locations (auto map the scanned ore)

Anthony Pitkin shared this feedback 40 days ago
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I like most folks have spent a lot of time flying around in search of exotic minerals in space. Currently my process is to fly to each asteroid, circle it to see what minerals it has, stop, open my map/gps, save a gps location and label it using the minerals i found... This is a long process and it clutters my screen with gps locations. Sure we now have the option to see/hide specific gps saved items but that's not a real fix...

What we need from a distant future space game is a map inside the map section that shows all the scanned asteroids and planets to include the exact locations of the minerals we have found... Basically using the current space map but let us zoom way in so we can see the individual asteroids and the minerals they each have. Additionally have the ability to sort by mineral/distance, so if we need silver we can pull up the map and set a waypoint* to the nearest silver deposit and go mine it. (Or send our NPC helper to go mine it for us)

This would allow us to more quickly fly around an asteroid belt, get close to an asteroid, auto scan/save the minerals and move onto the next. Also as we mine/remove the mineral the map would auto update (*assuming we have the ore finder turned on or have the mine tool in our hands).

Could also have as a HUD overlay option where we can chose the transparency, size, color, shape of the icons etc. Lots of fun futuristic options for this.

thanks

Best Answer
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I think ore prospecting is, by itself, a boring and tedious activity. There might be something much more interesting than just hopping from one asteroid to another — especially considering that we now have even more distinct ores and potentially many more resources in the game.

The problem is not adding QoL features to map things automatically. The real problem is a gameplay system that forces you to seek QoL automation in the first place. Instead of requiring players to fly aimlessly scanning random asteroids, the game should encourage engineering, knowledge, progression, and skill.

The first layer is knowledge. Simply knowing where to search for specific resources already helps reduce the search area, even if it does not guarantee success. We already have things like different sectors containing different resource types, but within a single sector or on planets, ores could also be distributed unevenly, with subtle “hints” about where certain resources are more likely to be found.

And no, I’m not talking about dark patches like we had in SE1 :) I mean something more subtle and immersive. Different biomes and terrain features could correlate with certain resources. In space, asteroid size or dominant rock material could influence what kinds of ores are usually found there.

The second layer is progression. Once you gain access to better scanning technology, you should be able to improve the speed and efficiency of resource discovery. And I’m not talking about simply increasing ore detector range — that is trivial and boring. I mean more interesting prospecting tools. For example, scanners that can analyze asteroids from greater distances, or systems that allow you to take probes or samples from the ground to verify whether specific ores are present in the area.

The third layer is engineering. You could engineer clever systems around them in order to increase their precision or automate their use.

For example, an ore scanner could be mounted on a custom turret with a camera, running a programmable routine that scans nearby asteroids one by one. Once resources are detected, GPS markers with scanning results could be generated automatically. This is very similar to what you are suggesting but more intentional rather than automatic.

The fourth layer is skill. Even if you engineered an advanced prospecting system, you still need to know how to use it effectively. If you are taking probes from the ground, you should understand how to interpret the collected data in order to pinpoint likely ore deposits.

And none of this means that beginners should be unable to find resources. Common ores required for early progression could still be found easily near starting locations. You could still randomly fly from asteroid to asteroid and eventually find most common resources, or even get lucky and discover rare ones.

The point is not to make progression impossible unless you watched several YouTube tutorials. The point is to create systems where players can apply creativity, engineering, and skill to make ore prospecting easier and more engaging.

That “need to create” is what this game should really be about.

Replies (2)

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1

Yes

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2

I think ore prospecting is, by itself, a boring and tedious activity. There might be something much more interesting than just hopping from one asteroid to another — especially considering that we now have even more distinct ores and potentially many more resources in the game.

The problem is not adding QoL features to map things automatically. The real problem is a gameplay system that forces you to seek QoL automation in the first place. Instead of requiring players to fly aimlessly scanning random asteroids, the game should encourage engineering, knowledge, progression, and skill.

The first layer is knowledge. Simply knowing where to search for specific resources already helps reduce the search area, even if it does not guarantee success. We already have things like different sectors containing different resource types, but within a single sector or on planets, ores could also be distributed unevenly, with subtle “hints” about where certain resources are more likely to be found.

And no, I’m not talking about dark patches like we had in SE1 :) I mean something more subtle and immersive. Different biomes and terrain features could correlate with certain resources. In space, asteroid size or dominant rock material could influence what kinds of ores are usually found there.

The second layer is progression. Once you gain access to better scanning technology, you should be able to improve the speed and efficiency of resource discovery. And I’m not talking about simply increasing ore detector range — that is trivial and boring. I mean more interesting prospecting tools. For example, scanners that can analyze asteroids from greater distances, or systems that allow you to take probes or samples from the ground to verify whether specific ores are present in the area.

The third layer is engineering. You could engineer clever systems around them in order to increase their precision or automate their use.

For example, an ore scanner could be mounted on a custom turret with a camera, running a programmable routine that scans nearby asteroids one by one. Once resources are detected, GPS markers with scanning results could be generated automatically. This is very similar to what you are suggesting but more intentional rather than automatic.

The fourth layer is skill. Even if you engineered an advanced prospecting system, you still need to know how to use it effectively. If you are taking probes from the ground, you should understand how to interpret the collected data in order to pinpoint likely ore deposits.

And none of this means that beginners should be unable to find resources. Common ores required for early progression could still be found easily near starting locations. You could still randomly fly from asteroid to asteroid and eventually find most common resources, or even get lucky and discover rare ones.

The point is not to make progression impossible unless you watched several YouTube tutorials. The point is to create systems where players can apply creativity, engineering, and skill to make ore prospecting easier and more engaging.

That “need to create” is what this game should really be about.

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