Battlecruiser Interactive proudly presents:
Tired of having to endure damage and fight enemies, just to get a few more credits? Looking for a way to top up your funds and FTL fuel between skirmishes? Look no further! We at Battlecruiser Interactive present to you the offer of a lifetime - all-new asteroid mining technology, as a first step towards a richer single-player Cosmoteer experience.
Procedural Asteroids: These randomly-generated hunks of space rock will now generate around your galaxy, laden with resources ripe for the picking. They come in small, medium, and large types, in order of most to least common. Asteroids cannot be destroyed with ship weapons, and must instead be excavated with the Mining Drill (see “New Parts” below). Regular Asteroid Rubble is worthless, but in amidst it, you can find valuable minerals, listed below:
Copper: The most basic ore, this greenish oxide is worth a few credits and appears in relative abundance.
Silver: More valuable than copper, but otherwise unremarkable.
Gold: By far the most profitable to mine of the metallic ores.
Ultritium Crystal: A brilliant magenta exotic-matter crystal, which, while worth zero credits, can be readily converted into fuel for standard starship FTL drives.
Asteroid Fields: “But wait!” you ask, “where do I find these asteroids?” This is where the new Asteroid Field encounters come in. Found here and there around the galaxy map will be planets whose orbits are devoid of ships, but littered with space rocks for you to excavate. These encounters are marked by an asteroid icon, as seen above.
Drills: As mentioned above Mining Drills are available for you to put on your ship. The part itself is 1x3 tiles, and requires one crewman to function. Its range is limited to a radius of roughly one tile around the drill head, so you’ll need to get in close for them to be effective. Direct Control Mode is recommended for doing this (In said mode, drills are activated by right click, like beam weapons).
The Drills in action:
DeathVolt's Asteroid Mining
Design and Programming by @DeathWolf
Art and Sound Design by @Marvin_Megavolt
Special thanks to Shini for help with playtesting and feedback.