Asteroid Harvesting
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Asteroid Harvesting
Asteroid Harvesting is a fleet-based resource extraction system where players deploy Orbital Refineries to process finite asteroid nodes.
Unlike mines, asteroid nodes:
- Have finite resource pools
- Require active fleet deployment
- Scale by realm
- Become contested in higher realms
System Overview
Asteroid harvesting consists of:
- Discovering a node
- Scanning it for composition
- Deploying Orbital Refineries
- Extracting refined resources
- Transporting output via Orbital Refineries or Cargo ships
Nodes are temporary and disappear when fully processed.
Node Discovery
Spawn Sources by Realm
| Realm | Discovery Source |
|---|---|
| Realm 2 | Pirate Bases drop node coordinates |
| Realm 3 | Expeditions reveal anomalous clusters |
| Realm 4+ | Legendary pirate raids and alliance events |
Nodes are visible and can be harvested immediately.
Node Properties
Each asteroid node contains:
- Finite resource pool
- Mixed composition
- Possible rare drops
Node Size by Realm
| Realm | Node Size Range | PvP Risk |
|---|---|---|
| R2 | 5,000,000 β 30,000,000 | None |
| R3 | 10,000,000 β 60,000,000 | Pirate convoy risk |
| R4+ | 30,000,000 β 100,000,000 | Full PvP enabled |
Resource Composition
| Resource Type | Distribution |
|---|---|
| Regular (Steel, Quartz,) | 70β80% |
| Rare Traces (Realm-dependent) | 20β30% |
| Special Drops | 2-3% |
Rare trace resources by realm:
| Realm | Rare Resources |
|---|---|
| R2 | Iridium (5β10%) |
| R3 | Silicium (10β15%), Iridium (5%) |
| R4+ | Elerium (10β20%), Silicium (10%), Iridium (5β10%) |
Special Drops may include:
- Relic pieces
- Boost items
Fleet Requirements
Orbital Refinery (Mandatory)
The Orbital Refinery is required to process asteroid nodes. To improve harvest capacity and increase harvest cycle, Advanced Resource Extraction and Debris Mastery researches.
Base Stats by Realm:
| Realm | Processing Power | Refinery Hold Capacity |
|---|---|---|
| R2+ | 3,000 units/cycle | 40,000 |
Functions:
- Extracts and refines raw asteroid materials
- Stores processed output internally
- Halts if internal storage becomes full
Cargo Ships (Optional)
Cargo ships:
- Remove refined resources from refinery hold
- Allow continuous processing
- Prevent idle time
At later realms, without cargo ships, refineries frequently stop due to full storage.
Processing Mechanics
Core Processing Formula
Processing Time = Node Size Γ· (Number of Refineries Γ Processing Power)
Example (Realm 2, 200,000 node):
1 Refinery: 200,000 Γ· 2,000 = 100 minutes
3 Refineries: 200,000 Γ· (3 Γ 2,000) = ~33 minutes
Untouched asteroid ore growth
Some asteroid fields slowly gain more ore over time if no one has mined them. Once players start taking ore from a field, it stops growing this way until it is fully untouched again (same amount left as when it was last βfullβ).
Which ones qualify
- The field must be completely untouched: no ore has been removed yet.
- The field must have been idle long enough (about a day of real time between growth stepsβexact timing can be tuned for balance).
- Growth is not unlimited: each field has a maximum size it can reach.
Maximum size
The cap is based on the realm and how rich that asteroid type is (density). Richer fields can grow to a higher cap than sparse ones. The cap is a multiple of what a βvery luckyβ fresh spawn of that type could rollβso growth rewards quiet, unmolested fields but does not exceed a designed ceiling.
How growth works (simple)
Each time a field is eligible, its total ore is increased by a percentage, and that percentage stacks over time:
- Think of each idle day (approximately) as one growth step.
- Each step multiplies ore by roughly (100% + growth rate). For example, with a 5% growth rate per step, one step is about Γ1.05.
- If a field has been idle for several days before the game applies growth, it may apply several steps at onceβbut only up to a small cap on how many steps can fire in one go (so a field does not jump from empty-to-cap in a single instant).
In short:
new ore = min(realm cap, current ore * (1 + r)^n)
- (r) = growth rate per step (e.g. 5% β use 0.05 in ((1+r))).
- (n) = number of idle steps applied that time (at least 1, limited to a small maximum so catch-up is controlled).
- Result is rounded down and cannot exceed the fieldβs cap.
After a growth step, the clock for βidle timeβ starts again from that moment, so steady growth feels like roughly one step per idle period, unless the field sat idle longer and catches up a few steps at once.
What players should remember
- Untouched fields in eligible realms slowly grow toward a cap.
- Mining stops this flow and then it will be in auto deplete flow if not depleted by the player.
- Growth is percentage-based and compounds; long idle periods can apply a few steps at once, but the rules limit how extreme that catch-up is.
- Exact percentages, timing, and caps are balance settings and may change; the behavior above stays the same in principle.