Can mining ships or stations (like the orbital processing facility) mine multiple targets at once? I had a thought about creating some sort of mining station that if you plonked it down between latinum, a planet, and a d. moon then in theory it could mine all 3 at once. Of course this would be massivly overpowered and would need either nerfing or making mega expensive to build in the first place, but just a thought i was having.
I think if you assign the ship or station the ability to mine all 3, along with the ability to arm itself with the three mining beams, it should be possible, however, I'm not sure about multiple ones at a time...
Arm itself... i guess you mean like set Red Alert status?
No, as in, each mining ship and station has two lines you need to worry about, one of which states what resource that ship/station can handle and what weapons it has, for, the mining beam's are counted as weapon's...I'm still wandering how you get multiple beams firing at once...I suppose you could get a station, have it build pods, each one having one of the beams thus allowing you to control roughly all of those at once... Advantages/Disadvantages with above idea: + It basically does what you want it to do. + It should be in theory easy to set up. - It has the potential to be an uber station by arming it with lots of weapons etc. - I have no idea how it would mine all three at the same time- all three resources would need to be very close together for it to be effective. Now the choice is up to you.
Regarding the pods idea... interesting. May be the way to go. I could use the science stations pods as templates.
Im aware that mining beams are weapons so no probs there.
Distance to resources not a problem... can create new weapons based on the exisiting ones with longer range. There again on some existing maps you could probably hit 3 resouces from a central point with all 3 beams.
Uber station.... well, yup, its kinda the point. However, as would probably create new mining weapons im wondering if you can lower the mining rate. As far as im aware you cannot change the mining rate as this is set in the planet/moon/nebula ODF file. However, you can probably change the following factors:
From the weapon: shotDelay = increase this?
from the ordinance file: specialEnergyCost = ok, so you associate a cost with it. Once the station is out of special energy it can only fire as quickly as it recharges....
And lastly, look what i found.... //Amount of dilithium removed from the moon per hit damageBase = 15
So, maybe this station has 3 long range mining weapons but each has a mining rate of only 5 instead of 15. Kinda balances things out a bit.
As for putting weapons on it, why not? Make them research items and cost around the same as a turret. Create them as pods like on the science stations.
Question is... how do you put weapons on pods? Do they have hardpoints? Tried loading one up in Milkshape and Assimview but both either comaplined about them being old SOD versions or simply just crashed the program.
EDIT: Just found Elronds research ships and weapon pods package. Just now need the answer to the following.... what hardpoints do the standard (fresh install) pods have... if any?
Pods are still a game item, thus, they should have their own hardpoints and odf fiiles (though I've never checked the SOD) :) If you look at the freighter and i belioeve the orbital odf, you should find the transfer rate you wish (individual planet ones are also included with their own repsective odf's). You'll actually see every item that has a rwsource has healthpoints, and the mining weapons take away from that "health", which, is their overall resource holding.
Ok, so youve not looked at the SOD.... well, guess i can try starting with "hp01" and see if it crashes the game ;-)
A wise manouever ;)
Hmmm.... made a little progress without using pods. Thought i could be clever and get the mining beams setup as special weapons with buttons but they wont target for the moment, and i suspect even if they do they wont mine because mining is triggered (as far as i can tell, by the harvest command). Therefore i think i may just have to go back to the original idea of using pods. Still not sure if this will work though.
On a related note i thought of creating a new kind of mining freighter. Well 2 kinds actually. The first is slow... probably slower than an artillery ship (ouch!). This ship can harvest at a regular rate but hold a huge amount of resources. It would also have some small armanents. Enough to see off scouts and single light enemies but thats about it. The idea is it makes long slow journies to gather resources from combat zones and then has to be escorted back (unless you like living danegroursly) to base to drop off the resouces at a special mining facility.
The second is just the opposite. A fast flying (think warp speed of around 1000) small mining ship. It can only hold perhaps 10 or 20 units of resouces and mines perhaps at double the normal rate. Maybe have 1 weak phaser. Designed to run into enemy bases and rob small amounts of resouces and then get the hell out of there. Would be cool i think to see 20 of these flying to an enemy mining outpost and making off with 200+ resources in less than a minute and all before the enemy can respond (assuming the mining station is not defended, in which case bye bye freighters.... probably would have minimal shielding). Of course this only works if the moon/nebula/(planet) is not already being mined.
The first i may call Whale Class and the second Hummingbird Class.... anyway, this is all fantasy as at the mo i need to get the bloody station working first.
That's a very creative idea, I like it. For my mod, I was going to have the standard freighters and then when you were able to build cargo ships, there would be a variant of them: 1) The standard cargo ship, it can hold more when doing transfers-750 instead of the standard 500. 2) An upgraded mining freighter which can hold more of a resource and have minimal armaments, just something you may wish to consider :)