Theory crafting on multicrew mining and cargo hauling 3.12
Theory crafting on multicrew mining and cargo hauling:
3.12 Fact: The new refinery is limited to a single player. Players will be able to mine, bring it to a refinery and then after it is complete put it on a cargo ship to sell.
Q. How can you optimize this with multiple players or through a multicrew effort?
AKA, Timbur makes it as complicated as possible to scale it for multicrew gameplay.
1 Player owns multiple prospectors and caterpillars. Ex Timbur. I'll call him the ship owner for now.
The ship owner spawns multiple mining vessels, prospectors, moles ect. and other party members take those ships out and mine with them. Additional ships can be bought in game and added as more crew members are added and income is added.
The party members mine the goods, and store them at the designated Station. It's stored there safely. The owner can now go to that station and refine the materials.
The owner would spawn the empty ship again for the party member to continue to mine.
[optional] We could have players ferrying ships from the Station to the mining location to maximize the time on station mining.
After a cargo ship is full of refined material, the owner hires another cargo pilot to fly the ship from the refinery station to the sell point. This way multiple ships could be moved with refined material to the sell point. This could be in a convoy, one large ship like the caterpillar, multiple caterpillars, or multiple small ships, depending on the risk or situation. The owner would have to be at the sell point to sell eventually, though the ships should store at the final destination and the owner could sell all the cargo at the end of the station.
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