Asteroid mine location inconsistency.
Posted: Sat Jan 11, 2025 11:48 am
These screenshots show how asteroid mines do not work as advertised by the in game information system due to the RND station building location.
Screenshot #1 shows a mining estimate for PT581 (left panel) which includes 50% aculon from the left most but one asteroid in the mining area shown by the grey circle in the playfield. Screenshot #2 shows the actual build location of the mining base by ordering a build at the asteroid PT581 which not only misses out the 50% aculon asteroid MM770 previously included in the location estimate and does not collect any aculon at all, (see bottom left station cargo info), it has also caused the removal of asteroid MM770 from the potential sources of aculon (left mid panel) as though it is being utilised when it is not. This happened because the mining base is not built in the same location the estimate was based on and who knows what other bugged machinery behind the scenes. Screenshot #3 shows how the mining can collect all resources if you indirectly manipulate mining base placement by choosing a different asteroid within the group to build it. See the aculon and the cuprica are both being collected because the mining radius includes them both. I had to play this build several times over to find out which asteroid was the right one to trigger a useful RND placement of the station with its mining radius to get the original production estimate the game offered. Surely it should not be this difficult?
If you have an estimate for an asteroid location then shouldn't the station be automatically built in a location which includes those sources, instead of an RND location which arbitrarily misses some out?
If you have a closely defined collection radius centered on the station what is the point of that mechanic if you do not give it to players to control its placement?
Isn't the current situation missing the obvious answer which is to make a minigame of allowing the player to place the station manually and optimise collection yields by including as many asteroid resources as possible inside the circle?
Screenshot #1 shows a mining estimate for PT581 (left panel) which includes 50% aculon from the left most but one asteroid in the mining area shown by the grey circle in the playfield. Screenshot #2 shows the actual build location of the mining base by ordering a build at the asteroid PT581 which not only misses out the 50% aculon asteroid MM770 previously included in the location estimate and does not collect any aculon at all, (see bottom left station cargo info), it has also caused the removal of asteroid MM770 from the potential sources of aculon (left mid panel) as though it is being utilised when it is not. This happened because the mining base is not built in the same location the estimate was based on and who knows what other bugged machinery behind the scenes. Screenshot #3 shows how the mining can collect all resources if you indirectly manipulate mining base placement by choosing a different asteroid within the group to build it. See the aculon and the cuprica are both being collected because the mining radius includes them both. I had to play this build several times over to find out which asteroid was the right one to trigger a useful RND placement of the station with its mining radius to get the original production estimate the game offered. Surely it should not be this difficult?
If you have an estimate for an asteroid location then shouldn't the station be automatically built in a location which includes those sources, instead of an RND location which arbitrarily misses some out?
If you have a closely defined collection radius centered on the station what is the point of that mechanic if you do not give it to players to control its placement?
Isn't the current situation missing the obvious answer which is to make a minigame of allowing the player to place the station manually and optimise collection yields by including as many asteroid resources as possible inside the circle?