DA UI Suggestion - Asteroid Mine Tweek

Suggestion for a small tweek to Asteroid Mining behaviour. Moving on a little from a previous post on symbols now that I have used DA a bit more.

Mining Stations are grouped in a number varying from 2 to 5 (?). It currently defaults to beaming the resource to the nearest Owning Race Planet, which is fine as there is the easy option on screen of redirecting the output as needed. At the end of a mining session you need to physically move the miner to the next in the group of mining stations.

The latter seems pointless micro-management as I cant think why - in 99% of scenarios - an individual would not want to utilise the miner immediately on another mining station in the same group. If the miner were programmed to automatically move into the next mining station in a group, it would remove a considerable micro-management issue. All options could be covered by a simple popup dialogue box "finished - ok to move to next one?" - the latter would cover a rare(ish) scenario where the player wanted to move it to another group of mining stations entirely before the current group was finished.

Mining Station output is important to the owning race, and its very easy (especially on Gigantic Maps) to "forget" to check to move it to the next station, its impossible to track manually. To be sure that a move is needed, you need to check every miner on every turn to see how things are going. Thats a hassle on a Gigantic Map, and an auto nove function would remove what is only a pure game mechanic.

The code could include a simple simple selection criteria of which to do first in order of priority within its movement-point range eg: Standard, Intermediate, Advanced and Ultimate mining moduals. At the end of a mining session(s) on a group of mining stations, the miner should then take on a different symbol/colour as a temporary indicator prior to reverting to its default symbol when moved, that yells "Hey, all done, where to next?"

The utility of this on a zoomed in medium/large map may not be apparent to some, but try managing a dozen or so of them, amongst 12 - 24 Asteroid Belts being mined, on a Gigantic Map, on a zoomed out interface, particularly mid-late game when there are literally hundreds of icons on screen ...... the problem then becomes much clearer.

Regards
Zy
3,020 views 5 replies
Reply #1 Top
As a player of Gigantic maps, I second this wonderful idea

One issue that people may have however; how would it handle the case where you may have the possibility to upgrade more then one level at a time? (say your mines are level 1 but you have already researched level 3 or 4). Would you have it upgrade each in turn to level 2 then go back and do them all to level 3 then 4, or have it upgrade the first to max level first before moving on to the next?

Either way would ease the micromanagement/idle miner issues as you have pointed out.
Reply #2 Top
Actually, from what I've seen it will go to the next one automatically. You have to click on the "Automate" button, and then it will continue going to all known asteroids (closest first) until it can find no more. It will then promptly tell you that it cannot find any more asteroids and will stop moving.
Reply #3 Top
I dont think there is a choice - we have to mine them in module order irrespective of the tech level achieved to the maximum point that you have researched. eg Although researched to (say) Advanced level we still have to go through the lower level modules first on actual mining, but would not do Ultimate level until researched. On all stations I have done there has been no choice but to mine upwards through the levels.

Therefore for the Auto move option the only thing to code in is which of the mining stations will produce the best output at the time of the move (ie for a line of 4 stations, (say) 2 are at Standard, one at intermediate, and one at advanced level - in that case it should go for the Advanced to Ultimate upgrade as its the one of the open options that would produce the greatest output for effort expended.

The other twists on this:
- One not already started - that should take priority on an auto system as you can redirect each mining station output to a different planet, and you dont want the miner stuck in an upgrade loop on one station only that points to one planet only.

- Time to completion varies acording to the level of mining module, its not impossible that sometimes some people would want to go bang straight in with a quick Standard module even though another station in the same cluster could go to - say - Ultimate, as you get the output faster, albeit a reduced level. However in that scenario you are back to the micromanagement that we are trying to avoid. The latter is easy to cover for the micromangement Brigade - a check box Option in game setup, "manual or auto mining of an Asteroid belt", and/or a popup dialogue on arrival at a Belt "Auto Mine, yes/no". As to which method to use, thats clearly best for Stardock to decide as UI consistency issues can get complex and we dont know all their criteria.

Regards
Zy
Reply #4 Top
ooooh nice one kidgloves - didnt know there was an automate button for miners - I'll have a look for that, many thanks   

That kills off a lot of my original post, the only thing left would be a temporary symbol change to say "Hey - all done what next"

Regards
Zy
Reply #5 Top
You can also use the keyboard shortcut SHIFT+M for automating the miners.

They will prefer to mine an unmined asteroid field first before upgrading mined asteroid fields (This way they gobble up unused asteroid fields before someone else does)

If the miners cannot find an unmined asteroid field, they will evaluate the asteroid fields around them and go after the one which will take the shortest amount of time to both travel to and complete the module.  For example if a mining base is 1 tile away, but will take 20 turns to complete, the miner will choose to improve an asteroid mine that is 5 tiles away and only takes 10 turns to complete.

In this way, the miners will be the most productive.


Also, FYI, you do not have to finish building a mining base module.  You could cancel the building of a module, go work on a different mine, and then return to the unfinished base and pick up where you left off.  So if you're working on upgrading a base, and you find a new unmined asteroid, you can cancel the upgrade of the base and go after the new asteroid field without fear of losing your work on the base.   However, if the base flips before you can finish working on it, then the new owner will have the next module partly completed for them already.