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7 years ago
May 29, 2017, 12:23:11 PM

The only way to gain the ressources is by colonising systems.


But that on the other hand works against you when you reach the "Overcolonisation-Approval-Penalty"  So you have to consider if you raze one of your systems. That results automaticly in a Strategic/Luxury Ressource loss.


To compensate that we think a Mining Outpost should be added to the game.


The Mining Outpost takes some turns until it is finished, same as a normal colonising ship, but is will not count as a Colonised Planet and so won't increase the "Over-Colonisation" Limit!


A Mining Outpost can be created by a "Coloniser Ship" that has a "Mining Factory Module" installed, which again is a Tier 4 Tech.


The Mining Outpost extracts vital ressources without colonising the entire Systems, BUT the amount of Ressources you gain cannot be changed by any System Improvement since you DO NOT colonise the System.

So if you get only 1 Hyperion and 3 Jadonyx you are not able to increase the amount with a "Mining Outpost".


It also is not able to generate any FIDSI by itself and thus needs FID (Food, Industry, Dust) provided by one of the Players colonised Planets as long as the Mining Outpost exist.


The Mining Outpost can be destroyed by enemy fleets, even if it contains only one ship, since the Outpost has no defenses. So you better send some Ships to protect your operation.


I want to thank Vzzdak and Kareal for providing me with a different Point of View.


As always tell me what you think about it.

Updated 10 days ago.
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Implemented

The IMPLEMENTED status designates ideas that have been implemented in the game.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

While not outposts, we have implemented the ability to mine resources on systems you do not own through the Behemoths.

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7 years ago
Jun 1, 2017, 2:54:53 PM

Hmm. I guess I should edit the Idea a bit. 


We all agree that a Mining Outpost would make more sense cause of the Infrastructure it needs. And we all agree that it shouldn't count as Colony and has to be provided by "Logistic Ships" which deliver "Food" and "Industry" to keep your mining Operation alive.


Good.

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7 years ago
May 31, 2017, 11:28:16 PM

How about what Kareal said, an outpost that doesn't turn into a colony.


You would need a special factory-class ship, moves slowly, and has a significant construction cost due to its size.


After moving the factory ship into the given system, you can issue a command to establish a mining outpost.


After several turns, the mining output becomes established, and it begins to generate the resource.


But an outpost doesn't generate FIDS; you are only collecting the resource.


Food would have to be brought in using logistic ships, otherwise the miner population would drop (0 = destruction of the ship?).


There would be an upkeep cost for the mining ship, something significant.


A further limitation is that you are unable to construct the infrastructure that would be possible with a colony.

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7 years ago
May 31, 2017, 11:10:01 AM
Vzzdak wrote:

Well, the implication of needing to form a colony ahead of time is that there needs to be some "local" infrastructure in order to support mining in the given system.


There isn't just mining crews at work, but there is processing, refinement, facility maintenace, food preparation, entertainment venues, and so on. There is so much activity going on, that you have whole communities of people, which naturally means families, and everything necessary to support those families, such as groceries, public school, adult education, domestic luxuries, etc.


One could consider the film, Alien, as an example of an unrealistic mining operation, the idea that a handful of humans could operate some manner of automated mining ship. You'll recall in the film that they were generally miserable workers and annoyed by each other. The funny thing is that in the game, Alien: Isolation, they had a "Nostromo-class" ship like in the film, but now it's a fully-functional community with shops and residential areas, and a population that is not entirely directly focused upon mining.


So I would be forced to say that in ES2, the implementation of colonization makes sense as a requirement before mining may occur. Even if one were to argue that ES2 could have huge mining ships that supported large populations, this is *still* equivalent to the effort of colonizing, just in a different form of building a huge facility (that technically is extraordinarily vulnerable to sabotage, terrorists, and enemy combatants).

Than how about a "Mining Outpost"? Or a "Battleship" sized Mining Ship? I mean, while what you wrote sounds right to me, I don't think one would make a new colony on a dirty rock just to get some Titanium. 


As you said a "Flying Factory" like the Nostromo ship, from Alien isolation, could be worth. Though one has to reach tier 3 or 4 in the Ressource Tech field, to research it.

Updated 7 years ago.
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7 years ago
May 29, 2017, 11:44:50 PM

Well, the implication of needing to form a colony ahead of time is that there needs to be some "local" infrastructure in order to support mining in the given system.


There isn't just mining crews at work, but there is processing, refinement, facility maintenace, food preparation, entertainment venues, and so on. There is so much activity going on, that you have whole communities of people, which naturally means families, and everything necessary to support those families, such as groceries, public school, adult education, domestic luxuries, etc.


One could consider the film, Alien, as an example of an unrealistic mining operation, the idea that a handful of humans could operate some manner of automated mining ship. You'll recall in the film that they were generally miserable workers and annoyed by each other. The funny thing is that in the game, Alien: Isolation, they had a "Nostromo-class" ship like in the film, but now it's a fully-functional community with shops and residential areas, and a population that is not entirely directly focused upon mining.


So I would be forced to say that in ES2, the implementation of colonization makes sense as a requirement before mining may occur. Even if one were to argue that ES2 could have huge mining ships that supported large populations, this is *still* equivalent to the effort of colonizing, just in a different form of building a huge facility (that technically is extraordinarily vulnerable to sabotage, terrorists, and enemy combatants).

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