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Re: Remote Mining |
Sat, 01 December 2007 05:21 |
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At the middle late game when the ultra miners are available, it is cheaper to build 16 ultra miners with ultra mining pod than 80 midget miners. You can add 3 cloaks and still be cheaper.
Mineral concentration 1 planets will always produce the minimum amount for each fleet in orbit - (i.e. 40kt for a fleet with 4000 mine equivalents). 5 fleets in orbit will mine 200kt each year since the mineral concentration can't drop below 1 between each fleet mining.
5 fleets of 4000 mine equivalents each reduce mineral concentration 100 to concentration 34 in one turn. After 2 turns, it's time to move on.
The highest mineral concentration I have ever seen at a planet is 200.
Ptolemy
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Re: Remote Mining |
Sun, 02 December 2007 17:57 |
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That's true, but for anyone except AR, that means when moving from an exhausted world to the next one a minimum of one turn to get back to a gate, then one turn to gate, then one turn to reach the destination. Flying through open space would probably actually be quicker, and the ability to slap a few cloaks on to conceal the existence of your highly valuable, highly fragile, miners is rather lovely.
If you expect to mine at a particular world for a couple of decades or more, then the travel time starts to get irrelevant. So as long as you can build the miners within ~2-3 years travel there's no real need for them to be gateable, or even for them to have a good engine.
That said, an Ultraminer is not really much more cost efficient than a Midget miner anyway.
AR of course really, really, wants gateability, as that means *zero* travel time between worlds, as AR can mine on arrival at a gate. All you ahve to do is get the gate up at the destination, and mid-late game ARs can get gates up at reds extraordinarily quickly. Wonderfull for cutting micro too - forgot to bring minerals to a world and the build queue has turned red? Just gate in a few hundred miners and they'll mine before production.
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