As resource scarcity is planned, to give players an incentive to fight each other, I've been drafting up some ideas to expand on upon it, to give the game more of a strategic element, which I think would benefit the game. Tell me what you think, don't be afraid to say it's shit.
First thing, would be the change to asteroids. Instead of what we have currently, they would be changed to be uncommon, and quite large. With how large they will be, and for reasons I will explain later, they will be anchored. The vanilla resource yields per block would also receive a large boost in yields, up to around 20-40x. Asteroids being much less common would increase the chances that two players will want the same asteroid. I'll get to the yield change next.
The way mining works in general needs to be changed. Rather than the resource being given when the block is destroyed, when being mined, resources will be transferred to the entity mining it over time. i.e, with a mining strength of 1, and block hp of 10, 10% of the blocks resource yield would be given per second. Ofcourse, this all seems like it would be stupid. But, the last thing, resource blocks and rock blocks would have their mining times drastically increased. Overall, resource gain per hour should sit around what it is now. With this in mind, to give asteroids more variety and some more "worth" than others, values for various things would be random, with extreme values on the low and high end getting rarer and rarer (Although config settings will let you make low yield or high yield asteroids more common). The values would be resource yield, resource types, mining time modifier, size, maybe some others.
As said earlier, the idea is the make asteroids and resources a strategic element. By making them less common, there's a higher chance for two players to find themselves wanting for one asteroid. The increase in resource yields and size are to compensate for the fact there are now less asteroids, and the large increase of mining times are so asteroids are now a persistent, although finite, resource. Rather than being consumed in seconds, they would be consumed in hours, days, or weeks, depending on asteroid size and type. When a large, high yield asteroid is found, players may want to fight for it, and they will have ample time to fight for it. On that note, asteroids would also be tankier, so small scale battles won't utterly ruin it.
Now that I've got the reworks to mining and asteroids out of the way, lets move onto salvage beams. They're convenient, they're easy. That's great, but the overall goal here is to have mining take lots of time, and mining locations being more persistent, while still having the same resources/hour. Salvage beams will only mine when placed on stations, or turrets connected to stations. So while you'll still be able to salvage the wrecks of vanquished foes, mining will take a completely new direction.
Mining stations. That's what this is for, mining stations. Salvage turrets will automatically mine asteroids while connected to a station, slowly mining out blocks over some extended period of time. Refining on site, maybe other things. Now, to prevent abuse, it will not be possible to set an asteroid as a home base, unless a server admin allows it.
Please tell me what you think, the idea is open to discussion.
First thing, would be the change to asteroids. Instead of what we have currently, they would be changed to be uncommon, and quite large. With how large they will be, and for reasons I will explain later, they will be anchored. The vanilla resource yields per block would also receive a large boost in yields, up to around 20-40x. Asteroids being much less common would increase the chances that two players will want the same asteroid. I'll get to the yield change next.
The way mining works in general needs to be changed. Rather than the resource being given when the block is destroyed, when being mined, resources will be transferred to the entity mining it over time. i.e, with a mining strength of 1, and block hp of 10, 10% of the blocks resource yield would be given per second. Ofcourse, this all seems like it would be stupid. But, the last thing, resource blocks and rock blocks would have their mining times drastically increased. Overall, resource gain per hour should sit around what it is now. With this in mind, to give asteroids more variety and some more "worth" than others, values for various things would be random, with extreme values on the low and high end getting rarer and rarer (Although config settings will let you make low yield or high yield asteroids more common). The values would be resource yield, resource types, mining time modifier, size, maybe some others.
As said earlier, the idea is the make asteroids and resources a strategic element. By making them less common, there's a higher chance for two players to find themselves wanting for one asteroid. The increase in resource yields and size are to compensate for the fact there are now less asteroids, and the large increase of mining times are so asteroids are now a persistent, although finite, resource. Rather than being consumed in seconds, they would be consumed in hours, days, or weeks, depending on asteroid size and type. When a large, high yield asteroid is found, players may want to fight for it, and they will have ample time to fight for it. On that note, asteroids would also be tankier, so small scale battles won't utterly ruin it.
Now that I've got the reworks to mining and asteroids out of the way, lets move onto salvage beams. They're convenient, they're easy. That's great, but the overall goal here is to have mining take lots of time, and mining locations being more persistent, while still having the same resources/hour. Salvage beams will only mine when placed on stations, or turrets connected to stations. So while you'll still be able to salvage the wrecks of vanquished foes, mining will take a completely new direction.
Mining stations. That's what this is for, mining stations. Salvage turrets will automatically mine asteroids while connected to a station, slowly mining out blocks over some extended period of time. Refining on site, maybe other things. Now, to prevent abuse, it will not be possible to set an asteroid as a home base, unless a server admin allows it.
Please tell me what you think, the idea is open to discussion.