Economy: Asteroid Mining

Asteroid Mining is the extraction of raw materials from deep space asteroid fields.

Asteroid fields have a material class, which affects what material deposits will be found. The class of any given asteroid field is *hidden*.

The rarity rate determines the proportion of deposits found in a given asteroid field class.
For fields where the class matches, the rarity rate is increased by
**10x**.
(This means that it is possible to find any material type in any field, however it is less
likely to find materials where the material class does not match the asteroid field class).

Some material types cannot be found in asteroid fields.

Icon | Image | Name | Usage | W / V (T/m^{3}) |
Rarity Rate | Price |
---|---|---|---|---|---|---|

Quantum | Armour | 12 / 1 | 130 | 488 | ||

Meleenium | Durasteel | 11 / 1 | 500 | 52 | ||

Rockivory | Antigrav Units / Mechanical Parts | 12 / 1 | 60 | 260 | ||

Varium | Droids / Equipment | 10 / 1 | 90 | 1300 | ||

Hibridium | Cloaking Technology | 14 / 1 | 30 | 9100 |

Icon | Image | Name | Usage | W / V (T/m^{3}) |
Rarity Rate | Price |
---|---|---|---|---|---|---|

Ardanium | Fuel Canisters | 8 / 1 | 150 | 423 | ||

Duracrete | Building Materials | 9 / 1 | 250 | 163 | ||

Varmigio | Hyperdrives | 9 / 1 | 240 | 208 | ||

Lommite | Transparisteel | 6 / 1 | 200 | 293 | ||

Durelium | Hyperdrives | 8 / 1 | 120 | 1690 |

Icon | Image | Name | Usage | W / V (T/m^{3}) |
Rarity Rate | Price |
---|---|---|---|---|---|---|

Rudic | Electronics | 1 / 1 | 120 | 540 | ||

Laboi | Lightsabers | 4 / 1 | 2 | 65000 | ||

Adegan | Lightsabers | 3 / 1 | 2 | 65000 | ||

Nova | Explosives | 2 / 1 | 50 | 2600 | ||

Lowickan | Valuable Gems | 4 / 1 | 25 | 11050 | ||

Vertex | Valuable Gems | 4 / 1 | 80 | 1300 | ||

Berubian | Valuable Gems | 3 / 1 | 2 | 65000 |

Prospecting is the process of searching and revealing material deposits within an asteroid field.

Prospecting an asteroid field is conducted from ships with Asteroid Mining Sensors.

Asteroid Deposits can only be found on squares with asteroids present (highlighted in purple).

When you prospect a square the following will occur:

- If there is an unrevealed deposit at your location, you will roll to reveal the deposit.
- You will be notified of the distance to the nearest unrevealed deposit if it is within 2 units of your location.
- You will be notified if there are no unrevealed deposits within 2 units of your location.

For reference, the 2 unit range is the area inside the green border.

Time taken to conduct a single prospecting action is governed by the following equation:

Base Time = 4 hours

Scale = (1 - (0.05 * Computer Operations)) * (1 - (0.05 * Piloting)) * (1 - (0.05 * Perception))

Time = Base Time * Scale

Scale = (1 - (0.05 * Computer Operations)) * (1 - (0.05 * Piloting)) * (1 - (0.05 * Perception))

Time = Base Time * Scale

If prospecting is reattempted after a failed reveal, the base time is reduced to: 1 hours.

Prospecting currently has a flat cost of 100,000 credits.

The chance of revealing a deposit at your location is governed by the following equation:

Chance = Total Sensors * ((Computer Operations / 25))

Chance is clamped between 10% and 96%

Chance is clamped between 10% and 96%

If you fail this check, you will be notified there is a deposit present, but it will not be revealed.

The following ships have mining sensors:

Image | Ship | Sensors |
---|---|---|

Y-8 Mining Vessel | 240 Sensors |

The size of a deposit is governed by the following equation:

Size = Material Rarity * random(0.1, 1.5) * 550

Between 20 and 29 deposits will be spawned per asteroid field.

Deposits have a stability rating, which determines how long they exist for.
Deposits can last for up to **14 months**.

Stability rating is displayed on revealed deposits when prospecting:

**Stable**: Deposit has more than 6 months remaining.**Unsettled**: Deposit has less than 6 months remaining.**Unsteady**: Deposit has less than 3 months remaining.**Volatile**: Deposit has less than 1 month remaining.

Each successful mining action on an asteroid deposit will slightly increase the asteroids stability.

When a deposit is depleted, either through mining or when its stability timer expires, that deposit will disappear. A completely new deposit will be placed, randomly, somewhere throughout the field to take its place. You must prospect the field again to locate this new deposit. The number of unrevealed deposits in an asteroid field can be determined through use of a GPS item.

Deposits can be mined by any ship with asteroid mining capabilities:

Image | Ship | Mining Power |
---|---|---|

Y-8 Mining Vessel | 1000 Mining Power |

At least one ship in the squad participating in mining must have Asteroid Mining capability.
For example, it is possible to squad a mining ship with a non-mining ship.
If able, the non-mining ship will be used as cargo capacity for the extracted materials.

Once mining, you may leave the ship mining and it will continue mining until the set yield is hit, capacity is filled, or deposit is exhaused.

Once mining, you may leave the ship mining and it will continue mining until the set yield is hit, capacity is filled, or deposit is exhaused.

The maximum amount that can be yielded in a single action is governed by the following equation:
**Equations**

Mining Power is affected by the related Space Combat skill, and the Computer Operations skill. Each increases mining power by 3%.

Max Yield: floor(11.5 * Material Rarity * (Squad Mining Power / 1000))

Squad Mining Power: sum(Mining Power of all ships in the squad) * Mining Power Skill Factor

Mining Power Skill Factor: 1 + ((((Fighter/Freighter Combat or Capital Ship Combat) + Computer Operations) * 3) / 100)

Squad Mining Power: sum(Mining Power of all ships in the squad) * Mining Power Skill Factor

Mining Power Skill Factor: 1 + ((((Fighter/Freighter Combat or Capital Ship Combat) + Computer Operations) * 3) / 100)

The cost of mining is calculated using the following equation:
**Equations**

The yield discount discourages smaller yields, by increasing the effective cost per unit for smaller yields.
If you use the standard yield amount, this will always be favourable to you (= x0.75):
**Equations**

Mining Cost: RM Price * Yield * 1.55 * Yield Discount

Yield Discount:
lerp(1,
0.75,
clamp(actualYield / theoreticalMaximumYield(using mining power of 300), 0, 1))

lerp = Linear Interpolation

lerp = Linear Interpolation

The minimum amount of time for mining is always 60 minutes.

The maximum yield always takes a base amount of 72 hours to yield, and scales linearly to this duration based on yield amount.

The base time is multiplied by a concurrent duration factor:
**Equations**

This means that as you run more concurrent mining actions, your mining yields slower and slower.
If you only have a single mining action running, it will run at a slight bonus speed.

There is a maximum limit of 10 concurrent actions one character can run at a time.

Base time is reduced by a skill factor: Each level of piloting reduces overall duration by 2%.

The maximum yield always takes a base amount of 72 hours to yield, and scales linearly to this duration based on yield amount.

The base time is multiplied by a concurrent duration factor:

Base Yield Time: Between 60 mins and 72 hours.

Actual Yield Time: Base Yield Time * Concurrent Duration Factor * Piloting Skill Factor

Concurrent Duration Factor:

x0.8 IF this is the characters only mining action.

x1 IF the character is running <= 3 actions.

x((actions / 3) * CDF Skill Factor) otherwise

CDF Skill Factor: 1 - (((Space Command + Management) * 2) / 100 )

Piloting Skill Factor: 1 - ((piloting * 2) / 100)

Actual Yield Time: Base Yield Time * Concurrent Duration Factor * Piloting Skill Factor

Concurrent Duration Factor:

x0.8 IF this is the characters only mining action.

x1 IF the character is running <= 3 actions.

x((actions / 3) * CDF Skill Factor) otherwise

CDF Skill Factor: 1 - (((Space Command + Management) * 2) / 100 )

Piloting Skill Factor: 1 - ((piloting * 2) / 100)

There is a maximum limit of 10 concurrent actions one character can run at a time.

Base time is reduced by a skill factor: Each level of piloting reduces overall duration by 2%.

The amount of XP earned is based on the proportion of the mining action's yield and the max yield possible for the ships used.
**Equations**

XP = floor(15 * yield / max_yield)

where:

- yield: The amount of raw material mined
- max_yield: The maximum yield possible for the ships used