I like your idea of each method working on a different type of ore, and I think that is how a ship refinery should work in essence. However, to bring in engineering gameplay I would add in the ability to "Tune" your refinery for each ore. I would make it so that ore has more than one element in it so that you have to adjust method for the part you want, as well as the temperature, the pressure, and or the reagent volume. So lets say that you have ore that consists of iron and copper, you can choose to either use the smelting process or electrolysis method. Smelting will give you either Iron or Copper, but only one, and if you choose Copper it will be low quality and lower volume. Electrolysis will give you high purity copper in a larger quantity, but can't be used with iron. The other options would let you dial in on yield and/or purity depending on method.
One new feature that I would like to see at station refineries is the ability to convert saddlebags into SCU containers of unprocessed materials. Which could then be transported to a different refinery, bringing cargo gameplay into the loop.
Difficult... How do you get a your 0.2 scu of quartz into a 1 SCU box. Unless you have it an inventory item unto itself, like hand mined gems and you are able to put it into any size box. Maybe it's not difficult after all
Hi, we have "refining version 1.0". I could imagine, they will fine tune this in the future, like use "method x" for the cheap resources and refining method y for the more expensive ones. Also, when we look at the terminal, most times we see they are 1000% over their limit and yes, if you still want to refine your stuff there, it is already more expensive now. So when we have more star systems, maybe they will charge you way higher prices the more they will get to the 100% limit or maybe they even refuse to take any new orders because they storage is full. Then you have to a) wait, b) fly to another refinery/system or c) fly to player driven refineries ( i can imagine we will get something like this ). So long story short, I am pretty sure we will see some major changes there.
That refinery ui is so much better than most of star citizens other ui. The ui/ux team at cig seems to have too many isolated pockets and I hope after the new mfd we see some major ui improvements
i for one would like a refining minigame where i can directly impact a refinery's workload and quality. but it would have to be all carrot and no stick so a player's involvement can only ever IMPROVE the outcome to varying degrees so as not to incentivize griefers who would deliberately perform poorly to sabotage the outcome for as many players as possible. instead, if a player gets REALLY GOOD at this skill based refining minigame, their reputation with the refinery goes up and they can take on progressively more difficult refining tasks. if they botch jobs though, it harms their reputation and they are trusted with progressively less until they're basically just playing with a skill assessment simulation level of task that has no actual logistical impact on the refinery output.
Off topic and on topic question in regards to mining/refining/selling. What is a fair split in profits? Say I have a full crew mole most of the time I just do an equal share of all profits made but what is an actual equal share when the owner with a kitted mole has spent a couple mil outfitting said mole?
Our algorithm, who art in the cloud, liked and shared be thy name; thy content come; thy recommendations be done; on my screen as it is in the cloud. Give us this day our daily content, and forgive us for not liking, as we forgive those who comment against us. And lead us not into buying more ships; but deliver us from Chris Roberts.. Amen. You tube algorithm, for the love of everything digitally holy, please give this content creator the subscribers he deserves!
Honestly, mining is already impractically slow and costly against real world comparisons. It’s the “age of sail” technology and processes appearing inexplicably in this space age game.
I like your idea of each method working on a different type of ore, and I think that is how a ship refinery should work in essence. However, to bring in engineering gameplay I would add in the ability to "Tune" your refinery for each ore. I would make it so that ore has more than one element in it so that you have to adjust method for the part you want, as well as the temperature, the pressure, and or the reagent volume. So lets say that you have ore that consists of iron and copper, you can choose to either use the smelting process or electrolysis method. Smelting will give you either Iron or Copper, but only one, and if you choose Copper it will be low quality and lower volume. Electrolysis will give you high purity copper in a larger quantity, but can't be used with iron. The other options would let you dial in on yield and/or purity depending on method.
One new feature that I would like to see at station refineries is the ability to convert saddlebags into SCU containers of unprocessed materials. Which could then be transported to a different refinery, bringing cargo gameplay into the loop.
Difficult... How do you get a your 0.2 scu of quartz into a 1 SCU box. Unless you have it an inventory item unto itself, like hand mined gems and you are able to put it into any size box.
Maybe it's not difficult after all
Hi, we have "refining version 1.0". I could imagine, they will fine tune this in the future, like use "method x" for the cheap resources and refining method y for the more expensive ones. Also, when we look at the terminal, most times we see they are 1000% over their limit and yes, if you still want to refine your stuff there, it is already more expensive now. So when we have more star systems, maybe they will charge you way higher prices the more they will get to the 100% limit or maybe they even refuse to take any new orders because they storage is full. Then you have to a) wait, b) fly to another refinery/system or c) fly to player driven refineries ( i can imagine we will get something like this ).
So long story short, I am pretty sure we will see some major changes there.
You have interesting ideas. First though, I think they should implement Mining Bags into the new Cargo Rework..
That refinery ui is so much better than most of star citizens other ui. The ui/ux team at cig seems to have too many isolated pockets and I hope after the new mfd we see some major ui improvements
im a miner mostly in SC and we need better refinery and options and a mid sized mining ship
The refining names are all based on systems. It would make sense if they had yields tuned for that planetary system.
i for one would like a refining minigame where i can directly impact a refinery's workload and quality. but it would have to be all carrot and no stick so a player's involvement can only ever IMPROVE the outcome to varying degrees so as not to incentivize griefers who would deliberately perform poorly to sabotage the outcome for as many players as possible. instead, if a player gets REALLY GOOD at this skill based refining minigame, their reputation with the refinery goes up and they can take on progressively more difficult refining tasks. if they botch jobs though, it harms their reputation and they are trusted with progressively less until they're basically just playing with a skill assessment simulation level of task that has no actual logistical impact on the refinery output.
Off topic and on topic question in regards to mining/refining/selling. What is a fair split in profits? Say I have a full crew mole most of the time I just do an equal share of all profits made but what is an actual equal share when the owner with a kitted mole has spent a couple mil outfitting said mole?
Definitely would like to hear from the miners on this one. But I usually do equal split
Refineries definitely have a long way to go, before CIG and call them complete.
Our algorithm, who art in the cloud, liked and shared be thy name; thy content come; thy recommendations be done; on my screen as it is in the cloud. Give us this day our daily content, and forgive us for not liking, as we forgive those who comment against us. And lead us not into buying more ships; but deliver us from Chris Roberts.. Amen.
You tube algorithm, for the love of everything digitally holy, please give this content creator the subscribers he deserves!
Are you trying to add another 20 years of development?
Honestly, mining is already impractically slow and costly against real world comparisons. It’s the “age of sail” technology and processes appearing inexplicably in this space age game.