[Suggestion] Scale how much ore nodes give with how many people are in the prospect
This might feel like it could be abused, but I would rather have this type of system in place than having 2-4 people in a prospect and needing to then mine 2-4x more caves in order to get enough materials. Requiring more caves to be mined out isn't a linear problem as some areas are harder to get to earlier on and makes the difficulty curve for having more or less players really wonky. Of course it doesn't have to be linear but some increase would make getting a lot more ore a lot easier for each prospect.
Have to keep in mind that you will have to do this beginning game loop a lot more than your standard survival game, so having it be a lot of monotonous tasks will be how I most likely stop playing in the future, not anytime soon though :)
I don't know. I think because it could be variable how many people are playing I don't think it would be a good thing. Even without trying to exploit it, it could get weird. I know ore was a big issue during BW3 but I think it was just with availability and they're kinda testing it out and seeing what makes sense balance wise. I think it will get improved a lot.
I during the Beta Weekend 3 a lot of times had just me as a 1 player and then other times had 1 other person but for a little while had 3. It would make scaling really weird when the numbers of people currently playing would be so variable. And even if you weren't trying directly to exploit it.... if it was a variable system it would still be in the back of your mind that okay we got the high number of people online, we should prioritize mining since there's more in mines now. Versus naturally deciding what your base's and mission's needs are and arriving at the decisions more naturally.
I would suggest to dynamicly adjust the content of nodes to the number of players to allow large groups to equip everyone.
E.g. (number of players x 0,3) + 0,7
(1 player x 0,3) + 0,7 = 1 x base resources
(2 player x 0,3) + 0,7 = 1,3 x base resources
(4 player x 0,3) + 0,7 = 1,9 x base resources
(8 player x 0,3) + 0,7 = 3,1 x base resources
This approach would take into account, that deploables and structures have to be build only once per group and a single player would roughly spend 1/3rd of the resources on personal equipment.
Another solution to the same problem would be to just make ores rarer but richer. Like once you find a metal ore you have plenty of that metal, but it is a bit more difficult to find it.