Selecting minables by value may prefer less valuable targets over very valuable ones needing high prospecting #9981
Labels
mechanics
Things dealing with the mechanics & code of how the game works
Problem Description
With extremely good asteroid scan power, and some modded minables that have very low chance to drop very valuable loot 1, it becomes evident that the prospecting mechanism is not taken into account at all for the value calculation that determines what the "V" key will select with the "target asteroid based on" = value setting.
Related Issue Links
none found
Desired Solution
Since value is currently calculated only once, taking the actual prospecting potential of your fleet into account would be a lot of code change and potentially performance heavy. Thus I propose simply assuming some likely average - maybe between human and korath dedicated mining weapons. That would mean when the minable has taken maxHull damage, it would have accumulated 75% of that in prospecting.
as tested patch
Alternative Approaches
Just bite the bullet and ignore unintuitive "v" behaviour - especially as the base game has no "surprise" minables, all hull-to-toughness ratios are close.
Additional Context
No response
Footnotes
say, a hull 20k 'roid dropping a blue sun reactor with drop rate .0000001 and toughness 40k ↩
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