Has there been any consideration into equalizing the work that should have been done in a sector the player is not in?
As i understand it, such sectors are updated at a greatly reduced rate for the sake of efficiency. Therefore if i create a captained mining ship and set it to mine in a sector and depart in search of adventure, i would expect the miner to gather resources at the same rate regardless of a player's presence.
In some tests i did in single player i noticed a vastly reduced rate of harvesting from my miner if i was not in-sector. So i assume that the reduced update rate is what is causing that.
Perhaps a simple way implement sectors wherein there are mining entities would be to abstract the ai action away to a "+N Minerals/Jump" or something like that through analysis of player created ships with a captain set to mine. For instance you could count the number of mining turrets * their strength and factor in the speed of the ship and the asteroids in a sector and come up with "+1300 Titanite, +32 Iron per Jump. %64 Titanite, %88 Iron left.", which you could see if you were to hover over the sector summary from the map (which would have a little mining symbol on it or something to indicate your investment there).
I'm thinking per jump to avoid the obvious exploit of leaving your computer on overnight and coming back to a boatload of minerals. It will also encourage exploration.
So yeah any thoughts around that? Thanks :D