Miner: Difference between revisions

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→Mining Changes: - it's important to remember that mining lasers aren't going away. the basics remain the same.
→Equipment: added Upcoming content info of Beyond Chapter Four
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Some players prefer small, nimble ships for mining, as they are better at maneuvering around asteroids, in tight asteroid belts and rings at higher velocities. However others prefer the larger ships such as the [[Python]], [[Imperial Clipper]], [[Federal Corvette]], [[Imperial Cutter]] and the [[Anaconda]], which are not as maneuverable, but can equip all the beneficial [[Limpet Controller|limpet controllers]] and carry a large number of limpets for their use, while still having room for cargo and shields, increasing efficiency. Additionally, the larger ships are better at defending themselves from pirates while mining. The only major downside to using larger ships is their slower velocities and slower maneuvering.
 
==EquipmentMining Ships==
* [[Ships]]
** A great choice for starting miners is the [[Cobra MkIII]], due to the size of its cargo hold, internal compartments, and its maneuverability. It can also fit the Class 2 mining laser.
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** The [[Keelback]] can equip multiple lasers and has a half-decent capacity, and can use a fighter hanger for self-defense.
** The [[Type-9 Heavy|Type-9]] is fantastic for the role; the bottom medium hardpoint rarely sees use in combat so is generally fine to swap for a class 2 mining laser. Meanwhile, it can have tons of space or have massive amounts of collector limpets at once; and can even do a fantastic job defending itself with the two top mounted turret hardpoints and a fighter bay. Beware that its large size means it is virtually impossible to gather ore manually so if you don't have any limpets left, you will be forced to abandon any remaining fragments.
 
== Equipment ==
* [[Mining Laser]]
** Required to extract the ore fragments from an asteroid.
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** These require limpets to work (Purchase limpets at any restock service). They are stored in your cargo holds.
** Generally, any size will do, even class 2 or 3. You won't need more than 2 or so active at once.
** In the new Analysis Mode, if a Commander fires a Prospecting Limpet at an asteroid, you will be able to see the highlighted location of all the deposits on it, making it easy for you to target and exploit those specific areas.
 
{{upcoming}}
 
* [[Detailed Surface Scanner]]
** Aside from mapping the surfaces of planets, the Detailed Surface Scanner can also be used to identify mineral hotspots within planetary rings. Commanders can fire probes into the rings, which will then clearly display the areas worth investigating on your screen.<ref name=":0">https://forums.frontier.co.uk/showthread.php/454587-Content-Recap-Beyond-Chapter-Four-Livestream-Mining-and-Squadrons</ref>
 
* [[Pulse Wave Analyser]]
** Upon arrival within a ring, firing this module will send out a pulse of energy that will highlight any asteroids that have lucrative deposits on them.<ref name=":0" />
 
* [[Abrasion Blaster]]
** A new hardpoint module with which Commanders can shoot at '''[[Surface Deposit|Surface Deposits]]''', breaking them off for collection. Whether you do it manually, using the cargo scoop, or with limpets, you'll be able to collect the resources at your leisure.<ref name=":0" />
 
* [[Sub-surface Displacement Missile]] 
** This new [[hardpoint]] [[module]] is used for harvesting [[Sub-surface Deposits]]. Described as a 'drill on the end of a missile', this digs in to the rock at the point of impact. The cockpit interface will then show the displacement missile travelling through the rock. Holding down the trigger and releasing at a the optimal time displayed by the interface will allow you to recover valuable sub-surface minerals.<ref name=":0" />
 
* [[Seismic Charge Warhead]]
** Certain asteroids, as identified by the [[fissures]] discovered on their surface, can be completely broken apart to reveal a treasure trove of resources. Commanders will place Seismic Charges within the fissures at a particular charge level.<ref name=":0" />
 
** The cockpit interface will give you an idea of how much destructive power the charges will hold, and Commanders will have to be careful to not go too far above or below that threshold, at the risk of losing valuable materials.<ref name=":0" />
** A countdown for all the charges will display on screen, so Commanders are limited on the amount of time they have to set up the perfect controlled explosion.<ref name=":0" />
** These charges can also be detonated sooner by the Commander if desired.<ref name=":0" />
 
==Locations==