MER

Maximum Extraction Rate of Influence Asteroids

Originally developed by protoplanetary (Foreword by Markus Korivak)

MER_SA_OBF

Asteroid bonuses increase their MER, moving them above the unbonused white line. Graph provided by trevis of Influence Sales.

Foreword:

What is the Best Way to Determine the Value of an Asteroid?

Surface Area (or “Size”)

The most basic way of estimating a value is by using the Surface Area. This is very easy to find, and has a huge impact on the utility of an asteroid. Every square kilometre of surface area is the possibility of one more drill, one more building, one more warehouse, one more lease.

No matter how rich a 13km² asteroid is, it can eventually be out-produced by a much poorer asteroid with room for twice as many drills (assuming you can source and ship and run twice as many drills, of course).

OBF: Overall Boost Factor (or “Rarity”)

But how do you compare smaller-but-richer asteroids against larger-but-poorer asteroids, then?

This is where the OBF comes in. This is much more complicated than looking up the Surface Area, but there are community tools that will automatically calculate it for you. The math included below is for people looking to understand exactly what is happening behind the scenes. Personally, I am presenting the math exactly as it was presented to me; I am a cartographer, not a mathematician.

The basic idea is that you add the number 1 and all of the bonuses on the asteroid into a single number that is slightly larger than one, which when multiplied by the Surface Area gives you a “Common-Equivalent Surface Area”, or essentially how much larger a Common asteroid would have to be to have the same theoretical resource output.

If that sounds a little complicated, that’s okay. There are tools that will do this for you. And this is the real workhorse piece of MER, since it is allowing us to compare any asteroid of any spectral type, of any size, of any combination of bonuses to any other asteroid with a completely different set of all those variables.

MER: Maximum Extraction Rate (or “Utility”)

Okay, a little overwhelmed by that last step? Good news: it gets easier. Here’s the calculation for MER:

MER = Surface Area x OBF

That’s it!

Now, this is a purely hypothetical “maximum”, since it would actually be impossible to have an asteroid where every plot had a drill on it, and it does gloss over the boots-on-the-ground level of detail with Traits, Skills, and Core Samples. But that’s okay, because this is about comparing asteroids to each other, not for planning exactly how much cargo space you need to get all your paydirt to market.

Utilities (or "I Don't Want to do the Math")

The Math:

How to Calculate the MER for an Asteroid

  1. Collect your ingredients for the given asteroid: spectral type, surface area, the yield boost, and the five resource-class-specific boosts. These boosts should all be scalars that are 1+. For example, a yield of 6% is 1.06 as a scalar. A Metals boost of 50% is 1.5 as a scalar. If the asteroid doesn't have that resource, just leave it at 1.
  2. Get the list of abundance factors for each resource class for your asteroid's spectral type from the Spectral Resource Abundance Table (see below). These abundance factors are again scalars, this time between 0 and 1.
  3. Multiply the five boost factors by the five corresponding abundance factors, and sum the result to one value "Sum of Weighted Boosts" or SWB. (This is the dot product of the two vectors.)
  4. OBF (Overall Boost Factor) = Yield x SWB.
  5. MER = Surface Area x OBF.

Spectral Resource Abundance Table

Type -Organics- -Volatiles- -Metals- -Fissiles- -Rare Earths-
C 0.667 0.333 0.000 0.000 0.000
Cm 0.200 0.200 0.400 0.200 0.000
Ci 0.500 0.500 0.000 0.000 0.000
Cs 0.200 0.200 0.200 0.200 0.200
Cms 0.167 0.167 0.333 0.167 0.167
Cis 0.167 0.333 0.167 0.167 0.167
S 0.000 0.000 0.333 0.333 0.333
Sm 0.000 0.000 0.500 0.250 0.250
Si 0.000 0.400 0.200 0.200 0.200
M 0.000 0.000 0.750 0.250 0.000
I 0.000 1.000 0.000 0.000 0.000

An Example

Say I have a 650km² Cm-type asteroid with 3% Yield and a 10% boost to Metals.

  1. Surface Area = 650. Yield boost = 1.03. Resource-class-specific boost factors: Bo = 1.0, Bv = 1.0. Bm = 1.1, Bf = 1.0, Br = 1.0.
  2. From the chart for a Cm type asteroid, abundance factors: Ao = 0.200, Av = 0.200, Am = 0.400, Af = 0.200, Ar = 0.000.
  3. SWB = A•B = 1.0 x 0.2 + 1.0 x 0.2 + 1.1 x 0.4 + 1.0 x 0.2 + 1.0 x 0.0 = 1.04.
  4. OBF = 1.03 x 1.04 = 1.0712 (= 107.12%).
  5. MER = 650 x 1.0712 = 696.28.

So, this asteroid of 650km² with bonuses can potentially yield the same amount of resources as a common asteroid of about 700km²

Appendix A:

protoplanetary’s Thoughts on MER

Appendix B:

trevis’ Explanation of OBF and MER

OBF is Overall Boost Factor, it corresponds to an approximation, based on the data we have and some small simplifications, of the global effectiveness of the rock plots to be mined for their resources. The base value is 1 and can be higher depending on scanning results.

Say there are two asteroids of the same spectral type, with all plots occupied by the same buildings and focused only on mining.

That's why I refer to the MER also in terms of "Effective Surface", and why its dimension is km². To me, the MER is most useful in the context of assessing the price of an asteroid, to calculate cost vs utility in game.

Influence is developed by Unstoppable Games. Asteroid data provided by Adalia.info.