Ability to deploy Mining Units on territories, to yield a small but constant mining output, depending on the territory.
Comments: 85
-
07 Oct, '20
slowdroidI'm bit confused why this is "under consideration" when the roadmap displayed on game startup has it listed under "coming soon".
-
07 Oct, '20
jek600perfect Ability
-
07 Oct, '20
Saoriin order to make PvP Alliance a thing an automated mining unit or any other "passive income" is neccesary EvE online was a good exemple another good thing is that if you limit them per territory that mean alliance will be pushed to conquer per greedyness resulting in more fight=destruction
but those ressource shouldn't be unlimited, IMO, an automated mining unit should deplete your territory just like any players mining with his hand, and if accepted should be added with territory warfare -
07 Oct, '20
HazarDGLowit should already be implemented, it is urgently needed
-
07 Oct, '20
ThunderblazeLooking forward to this exciting addition! Hope you guys do it!
-
07 Oct, '20
DinkledashMaybe if you require someone to man and operate it, and there is a skill related to it. Just setting up automated mining seems like lazy gaming.
-
07 Oct, '20
ASBThis in combination with construct PVP
-
07 Oct, '20
BoartatoI believe this is the best way to drive territory warfare, which I personally think is a critical material sink/emergent gameplay component that DU needs to engage players once they get past the first 1-3 months of gameplay. As such, I feel it should be a priority as we're 2 months away from that boredom limit for quite a few players. And devving takes a lot of time.
-
07 Oct, '20
BroadswordTXexplore the universe versus being underground, and allow for amount and rate to be player trained attributes, including miner augmentation for container linking
-
07 Oct, '20
imasupaNo! Add nothing that could automate mining and resource gathering. You do not want to start down this path.
-
07 Oct, '20
AursanI thought this was planned as it shows mining units on the "Coming Soon" on the login screen road map
-
07 Oct, '20
VerlogMining Units
-
07 Oct, '20
WyliefoxxxFor this game to really get exciting.. players are going to need lots more explosions... for lots more explosions, they need a steady stream of raw material to blow up... at the moment... it's not fun to see anything blow up in DU because you just feel bad for all the time wasted mining... bring in mining units, and we'll start to see some serious action
-
07 Oct, '20
Gundami don't think it's a Very good idea it might be latter on but if you played EVE you know what rorqs did to EVE online the game is ding because of it eco system got destroyed but if as the suggestions is saying a small yield that needs to be just small and expensive enough that it can't be scaled because that is a game Killer ^_^
-
07 Oct, '20
KeimondAs a fellow miner I'm ecstatic that these are among the popular votes! I'm quite excited for all three mining features.. Mining units, mining asteroids, and mining gems!!!
-
07 Oct, '20
nodlesplease do not implement, will kill mining as a profession especially for newbies
-
07 Oct, '20
daallieWould this deplete the resources of the territory? I think one of the more critical parts of any game economy is a sense of scarcity.
-
07 Oct, '20
nosfirebird-1 there would be no risk in pvp mining as it is is balanced they just need to add missions for people that dont like mining so they can gain cash to buy minerals from miners
-
07 Oct, '20
Scott James CampbellTo balance these mining units - it may be appropriate to consider that they are based off the surface materials in the hex. This would mean that they would yield a larger percentage of materials if deployed on Sanctuary. Thus if the pvp became costly and you were depleted of resources on planets such as Alioth, you would be able to create a steady backup facility on Sanctuary, reducing the cost of loss. Maybe also another cost to the unit for it to be able to mine T2 surface ore, such as fuel.
-
07 Oct, '20
Do not kill miningNo for infinite resources, no for automining underground resources (maybe yes if it will be at least order of magnitude slower than mining manully), yes for autocollecting surface rocks (slow).
-
07 Oct, '20
CheatleMy suggestion for implementation:
- They should require fuel to operate
- They bring in a small amount of resources that are infinite, based on the current makeup of the hex resources. This means if you have super nodes (or lots of resources) you can either dig them up, or leave them so you gain a trickle
- Can only be used on Org hexes
- Entire Skill/Talent chain for how many your org can have
- Skill/Talents added to Architect to deploy XS to XL Autominers (Size Determines what can be mined) -
07 Oct, '20
ZanaganSounds like a bad idea to me. would rather not see this in the game. instead, maybe a way to mine at a faster rate using constructs in some way? IDK but placing units will destroy personal mining as a profession almost for sure. and it would also mean that for huge orgs, fleets can be built and repaired without anyone actively mining anything or buying anything at all. Just sounds bad.
-
07 Oct, '20
em_kayAutomated mining seems like a bad idea if the goal is to encourage player specialization and a diverse player-driven economy.
At best, any automated machines would have to be very low productivity, consumable, and/or limited in allowed number per player.
If you want ore to magically appear without you mining it by hand, you should have to hire someone to mine it for you :P -
07 Oct, '20
AndreAnything more than 5 liters/minute will kill mining profession in DU. Downvote
-
07 Oct, '20
RagingTeaPotI suspect down votes for this come from Org members. Playing Solo, mining quickly becomes 60% of your gameplay, and it's less fun and more grinding that other aspects of the game. In many cases you only need a small amount of Ore for industry, it's not like automated mining would make you a billionaire. I think this being the highest voted feature shows how much we need it. For Solo players, mining units will level the playing field.
-
07 Oct, '20
MattI think its a good idea but gems should only be available for a human miner. Make it so higher tier stuff still needs a human touch.
-
07 Oct, '20
LippenThis is a tood idea if there is a larger economy , if you do this then the suggested element wear and such would be a good idea , cant have to much production without something to use it up.
-
07 Oct, '20
LepusI disagree, automation in games is a slippery slope... I want to play the game, I don't want the game to play itself. Games have steadily been getting easier in the last decades, successes feel less and less like personal accomplishments and more and more like you're being offered everything.
-
07 Oct, '20
DubbleCool idea, just make them very slow, keep in mind that you can have a lot going at the same time. When I say keep in mind, I mean for the future too, orgs will have hundreds maybe even thousands of these.
-
07 Oct, '20
Tayloras someone who has played 90% of the game underground mining I think this would be a great addition, obviously there would have to be a system of cheques and balances in place to make it fair, but this would open the game up for a lot of players who want to play the game but simply do not have the time to mine hours a day. and I think a lot of people will change their tune once they get offline raided and have to mine all those hours again.
-
08 Oct, '20
Sazumaan-1 NO NO NO NO NO please do not do this. Game beaking. Look at Eve Online.
-
08 Oct, '20
Andrey GloukhoffJust how this works will determine if this is a great idea or a terrible one.
How much ore? How quickly? What kind? Can it be linked directly to a factory? Does it consume the ore in the tile?
Basically what I think would work is a scanner like object that can only be deployed on owned and scanned tiles. You put the scan in it, and it eats up the ore in the tile slowly. Once it's gone, it's gone. -
08 Oct, '20
jonmining should be difficult for automation... have to make a setup that is only worth it on big node only or surface mining machine since surface nodes regenerate
to make mining ability no worth the time to do is a mistake there are ppl who enjoy it and to automate in a medium to large scale will make them useless.
I plan on getting rich by mining. -
08 Oct, '20
Zsyurathis would only work if 1.) it can be disabled somehow (with alerts to player/org) and then looted by another player giving risk. 2.) It depletes the resources on the tile, leaving scarcity. 3.) is about 50% slower than player mining, because automation 4.) (this is a maybe) Basic through Exotic = holds more ore and mine higher tier ores
-
08 Oct, '20
kyypakkausWhy are mining units tagged as under consideration while they are clearly upcoming features at game stating screen?
-
08 Oct, '20
SpinelessOk, how about an automated harvesting unit. It just scours your territory surface. That solves the issue of auto mining too much and just helps a bit.
-
08 Oct, '20
KamiMake it an active module which has to be used on a dynamic construct (can be combined withasteroid mining :D)
maybe it could also be combined with a new sort of movement - some sort of continuous track. so underground movement with constructs is posible but slow ... -
08 Oct, '20
Mal ReynoldsYield should be based on "when placed" talent(s) to allow specialist miners to charge for setting up mining operations for others.
-
08 Oct, '20
eldrakeI am totaly against it, do not enhance mining, instead of it give us more features to do, economy is already downgraded, elements are cheaper then ores... and generaly all prices goin down... and its not even release... you did a lot by making that diversity of nodes... with talents its already soooo fast... but thats ok its right balance do not enhance it anymore pls
-
08 Oct, '20
TrusinYes! Please tie the output based on placement of mining skilled player for that orr type.
-
08 Oct, '20
DeadmonMore time for building, managing factory, exploring, or pvp knowing that the bare-minimum needed for maintenance of fuel, scrap, or small batches of basic parts will be covered by the auto-miner. That in turn makes mining more task-specific whether it be for profit or that big new project you have in mind. Not a chore to be done to keep the ships flying when sometimes players have more limited hours than others.
-
08 Oct, '20
Vig122Would definitely be down for this infinite or not, should only be able to pick up or generate based on surface minerals so best you can get is t2, t3 and up can still be relevant for manual mining
-
08 Oct, '20
Treeless RainThis is very ,very, necessary. Mining is tedious and boring to begin with: automating the process will help out a lot and allow more ships/specialized parts to be churned out.
-
08 Oct, '20
DuncanHavocPlease don't or at least not yet. In it's current state DU already has very few game mechanics the player can actively participate in. Mining is one of them and by introducing a new device, that passively generates ores over time makes an already grindy, barely rewarding task (in terms of players experience) even less rewarding. Improve the miners game experience instead (i can make some suggestions if you are interested)
-
08 Oct, '20
GonzoTheMuppetI am highly against this given the current state of the game. Perhaps in a year or more.
If everyone drops mining units then that will add additional strain to the servers.
I understand players don't like the grind, but this is the only grind you have right now and it really isn't that bad.
If we are going to change mining, we need to make server improvements that allow players to mine nearby without getting error messages. -
09 Oct, '20
StephanatorYes. this is the only way I can see territory warfare being viable. there has to be a reason to fight for a territory. as is, we're able to strip mine a km in a few days leaving it barren and worthless to fight over. A non-exhaustible resource, mining unit, and only able to deploy on claimed territory is the way to do it. On-claimed is important to keep the prospecting profession viable, and to give a reason to attack/defend a claim.
-
09 Oct, '20
dragonspaceI'm tempted to say yet, but my gut says no. If this were to be done, I think it should be done in a way where manual mining or buying from the market are the better choices. The resources gained should not be for free, and maybe place a very hard limit on number of auto miners per player. I vote no more than 1. I think there should be gameplay elements such as fueling or repairing due to wear and tear. Maybe even have a static core slot be used for this, along with an energy cost.
-
09 Oct, '20
SlaserXThis will be a gamechanger. 99% of all time spent ingame for most people is mining... it's not fun, but it's necessary. I've almost quit several times due to the boring forced mining. This game is about combat, but no one is fighting. Implementing this would give people the ability to still produce, and will give people the opportunity to actually play. PVP will boom, Coders will get a new chance to shine, and the game will be better for it.
-
09 Oct, '20
Ruhas31 MergedThis can be imagined as it is in Empyrion - Galactic Survival: A drone is created, and installed on the site of an ore Deposit, and produces ore.
-
09 Oct, '20
Dmitry NesterovThis is very necessary. What will help here? Drilling Rig (digs deep underground, but requires iron pipes for more and more immersion of the drill). Mining drones (mine and deliver ore to the base, but only mine ore on the surface).
-
09 Oct, '20
DorianGraySorry, but this is such a terrible idea. Huge orgs will just snowball away and we will have countless claimed tiles with just mining unit(s) on it. This goes exactly into the wrong direction.
-
10 Oct, '20
SplatinumGive territories a soft depletion point where they stop giving significant returns just for that tile alone, but don't fully deplete and instead slow to a trickle. This would provide incentive to both be grabbing fresh territory for the initial chunks of resources, and holding larger amounts of territory for the passive gains over time.
-
10 Oct, '20
AndyI thought this would be a good idea with a few limits:
1) No more than 4-6 PER TILE. (Prevent megafarms)
2) ONLY able to mine resources available on the planet.
3) You gain a bonus to a resource if your tile has it. Tons of Natron on your tile? You can auto-mine it a little more efficiently.
End result? Every TILE can gradually mine up 4-6 resources they would normally be able to mine - even when offline - for steady progress. But no megafarms or massive mining exploitation. -
10 Oct, '20
GodsFavoriteAntDual Universe has an interesting way to find and locate ores. This would all but put that on par with the harvesting tool, something you do with no other options. Given that is one of the better gameplay mechanics this game has, this would be a bad change.
-
10 Oct, '20
killthrushThe mining mechanic is decent IMO but I agree it's certainly not for everyone nor should it need to dominate your playtime unless you really want it to. I like the automated mining idea as long as 1) it's not an infinite renewable source of material, 2) it's lower yield than a skilled miner (per unit), and 3) we can blow them up or otherwise disrupt operations in PvP. In other words, the way it's been done in RTS for decades =)
-
10 Oct, '20
TaergalNo automation of ore mining, please!
-
11 Oct, '20
george s pattonautomated mining units are so needed. i hate to make comparisons but many of us miss star wars galaxies that allowed for such items. this game has the potential to be better than world of warcraft and better than star wars galaxies. the graphics are awesome and the ability to choose your own path is exciting. the mining is not only tedious right now but very time consuming. you can tie the mining ability to certain skill sets or make the machines be a little expensive if you want.
-
11 Oct, '20
george s pattonif you can learn skills offline and build offline through the que then you should be able to mine offline as well. to all of those urging caution i would love to know why they think it is a bad idea. it worked well for galaxies and was a very popular feature. one of the things i hated about world of warcraft is that in order to build something i had to be online and then i was limited. this game is so good with how it is set up im eagerly looking forward to what else they come up with.
-
11 Oct, '20
bolloxno... just no
-
12 Oct, '20
GallopingTortoiseI would highly advise against this, this is one of the things that broke eve allowing big alliances to get monopoly over the average player. Some player argue that mining is 99% of time spent but it is not as there is a lot more things that can be done to earn money and buy materials needed. Also building is not needed for everyone and basically just required to start up
-
12 Oct, '20
Paulck3I hate anything automatic. So not a fan. We need something we can build like a mining ship. Make it faster or easier. But still takes work and effort.
-
14 Oct, '20
PekoBGIf people don't like mining, then they should buy ore from miners. Basically right now they want to have their cake and eat it too. A lazy way to get ores without doing anything. Mining is a profession, and i have invested a lot in it. Please don't move to destroy it just because someone is lazy and dislikes it.
-
14 Oct, '20
Max_CarpenterNo, no, no, no, no, no, no, no, no, no no no no no no no no no nonononnonononononononononononooooooooooooooooooooooooooooooooooooooooo. And then dead game. Any automatic mining will be exploited, by multi, multi account, single players. Untouchable corporations and worst of all total death of my ingame profession mining. If people don't want to mine, thay can buy it from those who enjoy it and make money from it. -1
-
14 Oct, '20
Sibilaautomated mining units. Yes plz its needed.
-
15 Oct, '20
HirnsausenA mining unit that can be placed, mining devices for ships/flyers/hovers, and an automated mining drone - yes, I can imagine all of these because they are so much needed! Of course, each one with their own advantages and limitations. The current "hand-mining" is cumbersome, and an unexplainable archaic relic in an age of spaceships and settled planets & moons. Like a sick fusion of future and stone age.
With the nightmare of thread of an upcoming PVP, resources at a faster pace are a must. -
15 Oct, '20
Hirnsausen MergedWe long for the announced implementation of more mining. We could envision a mining device that is mounted below a vehicle (maybe looking like a satellite dish) that emits rays into the soil which rapidly heat up ore and get it as gas and then re-materialized, cooled down ore into the device or attached container. Different devices for different depth of ground penetration.
-
15 Oct, '20
NQ-Naerais Admin"Automatic extraction of ore" (suggested by Ruhas31 on 2020-10-09), including upvotes (1) and comments (0), was merged into this suggestion.
-
15 Oct, '20
NQ-Naerais Admin"Mining Device for Vehicles" (suggested by Hirnsausen on 2020-10-15), including upvotes (1) and comments (0), was merged into this suggestion.
-
16 Oct, '20
GeoffAuto mining would NOT be a game breaker My suggestion would be to auto mine surface only but make surface t1 2 and 3 and manual mine t4 and t5
-
22 Oct, '20
GontharasI am against auto-mining. If people don't want to mine, join an org where they have other jobs available. I think the mining aspect of this game is very important. When pvp comes planet side mining will be dangerous, people may want to form mining groups.
-
22 Oct, '20
ScavableAuto mining, no. Vehicle mining units (type stuff), yes. Maybe a type of quarry (multiblock type which has to have some internal or external container) so it has to mine through the soil and if it runs into an ore vein then mine what it touches over some time frame (based on density or something like that). Just because it touches does not mean it then mines the entire vein, just the actual area it touches. But no unit which will just mine only the ore without have to dig up the soil (soil can be trashed (option)).
-
24 Oct, '20
Jaredarm16Only way this won't kill mining profession in game is if you make upgrading the mining units a very expensive mining skill, don't let anyone touch it until they have gone pretty far in the mining tree, make them require alot of fuel, and over time part degrading, and make the miner find the ore!!!! Don't let it just do its own thing
-
27 Oct, '20
Olmeca_GoldThis is a terrible idea. It's popular among current DU players due to selection bias. So far the best side of DU has been voxel building (and the LUA programming around that). The game selected for those kind of players which enjoy these. They want this because they find mining boring and grind-y.
All MMOs (including sandbox) have grind-y moneymaking activities. Assets cannot come from thin air. DU mining can even be considered as engaging and hard to replicate with illegal bots, compared to similar activities in other games.
Other games fight against illegally botted moneymaking. Making it legal would be even worse. Some would abuse it and convert it to easy RMT source really fast. And the bots would negate the value of all the economy around the ore types they are able to collect.
Players who don't want to mine should generate value in other ways and buy the ore. That way they also add value to the gameplay of those who want to mine. -
28 Oct, '20
GrizzlyЯ думаю что это должно быть завязано на навыках. Иначе майнеры больше не будут востребованы.
-
28 Oct, '20
ShiftyPeteWish there was a "downvote" option. This should only be implimented if:
a) The returns are an order of magnitude lower than those gained by actual mining
b) Atmospheric pvp has already been implimented
Otherwise, what is to stop the big orgs automating everything? With a factory for a small org, it's already pretty hard to compete on the markets against guys who collectively have every industry skill fully levelled. It's manageable now because ore prices are high, so when you need an item that is beyond your current building capacity, you can just mine to buy one. This will remove mining as a legit profession -
30 Oct, '20
Stig92A mining unit could be connected to making territory control and warfare worth something. Include a mining unit but make it so that they can only be deployed on owned territory and only one/limited number per territory. Making different territories/planets produce different amounts and/or different resources would increase motivation for getting or capturing the best areas. Alternatively such units could only produce specific resources, perhaps something that can only be gained by them (this would make acquiring and defending territory more necessary and worth doing while also ensuring the mining units wouldn't completely end regular mining). Such resources could be fuels for example (we could build oil drilling platforms :D ), or whatever will power stargates, or some special materials that could be used to make better versions of something that can also be done with regularly mined materials.
-
04 Nov, '20
ShazbotMaybe if more territories are claimed next to each other, as in one central hex surrounded buy others of the same organization, the central hex could produce an ongoing supply of ore.
-
05 Nov, '20
CoreVamoreIf this does get implemented then limit it to T1 ores only
-
09 Nov, '20
BokuMaybe the Miningunits should function, like the extractors in Starwars Galaxis, they Mine the surface like Sand and the Spot depleets over time, you can scan the surface and get a Heatmap where to put the Unit, and after some time it gets depleetet and you run out grap the ore and deconstruct your unit.
-
10 Nov, '20
OblivionburnI agree this is a bad idea, for most of the same reasons as mentioned above. Infinite ore from automated machines would wreck havoc on the economy and the game in general, because:
- Mining is a pillar of the economy and a core profession that requires just as much player skill as building and pvp
- Mining is a simple and cost-free way for new players to make some money, which in turn keeps ores in the marketplace for others to purchase
- PVP is dangerous and exciting only because there is a real sense of risk and loss, and this is only due to there being manual mining
- Ore has value only because of scarcity (there is a finite amount of it)
Should there ever come a day when we're actually running out of ore because it's all been mined, turned into elements, and destroyed in pvp then I would understand there being a need for fake mining. Until then, there really isn't... and I'm sure mining procedurally generated asteroids will negate that day ever arriving. -
10 Nov, '20
ABitCrazySupported for auto-mining machine (static) but UNLIMITED RESOURCES should not be deployed due to this mining bot. It may have limited time for mining or just simply stop mining after it's fully harvested. Else, the game balance / economy will be broken to kill this game. Rarity is one very KEY issue for competition, both economy and power (eg, PVP, corp fight etc), if one key resources eg: Ore, or mining site provides unlimited supply to players, earlier game, or big corp, market will be dominated by specific party OR game interaction will be changed drastically. I think Mining bot only save time for manually digging but still needs player to search and go to specific location underground to place the bot to dig with a relatively slower performance (eg: like talent queue vs point acquire), and user might arm some defense to protect their harvests, and ore amount will also decrease via auto-mining. should careful plan this bot-thing type to avoid login/wait type gaming
-
14 Nov, '20
Dmitry NesterovIf we are talking about some kind of passive mining method - in most places there are no meganodes, even if we had a territorial miner with a huge drill - we would have to rearrange it often. he would quickly extract almost all the ore from the vein. What is needed is a building, which the player does not have to often be distracted by. For example "Sifter" (he takes "sand", "soil", extracts ores from them, on the way out we also get "clean sand" and "clean soil"). The players have huge quantities of sand, they need to be attached. Or change the principle of veins creation to vertical ones in order to set up a "Territory Miner" with a huge drill. But in general, both would not hurt in the game.
-
24 Nov, '20
BorandazaurusThis will not kill mining, it will just change the flow of how you want to do things. You will want to go surveying with territory scanners, claiming territories, and then placing the mining units. Then, after you have setup X number of these, you can focus on finding buyers and transporting the goods from one place to another. And if you ever need a burst of a certain ore, you can always go hand-mine it. IMO, these should be affected by existing mining talents aswell. Would suck if all that time spent training the T5 miner/dredger talents would just be made obsolete instantly
-
11 Dec, '20
Blackshadow01In my opinion i think an operated mining laser/digger remote turret will be the best option for ship in space, and for tier 1 and two only a building that can harverst surface planet minerals.
-
06 Jan
Hazard0814Just make the darn things mine up current nodes on hexes, then dramatically slow down afterward. Though make them much slower than hand mining, miners gotta live. Also, fuel cell usage gotta make them dependant somehow. There's a number of measures that can be done for something like this to keep it viable, but not a total resource crutch.
-To make Territory warfare worth something, add a secondary resource count/effieciency modifier per tile. Some are better than others.