I'll drop the chart here for further discussion. It's meant to show what's the problem with SZ mining.
All numbers are pulled out of my butt - it's the formula that shows the general trend.
Profit is what drives action of lot of players. It's counted as resource gained, divided by time minus loss from pirates.
View attachment 3134
You can clearly see where the biggest
profit lies - in SZ. To change that trend, the 3 other components need to change.
The biggest obstacle right now is IMO
distance you need to travel from Origin. It could be largely nullified by focusing on station functionality, so players don't relay on Origin. Once player stations work, functionality of origin should be gradually reduced to noob-level stuff (fee for keeping too much ores in dev storage, limited max size of ships purchased from SSC, ect.)
With those changes, distance from Origin would still matter, but not as much as now.
Asteroid quality and quantity doesn't grow linearly, but the distance does. To justify flying further towards the belt, it needs to grow either linearly or even exponentially.
I boosted
piracy importance in the formula, so you can even notice it. In reality there's much less chance of finding any. It's very much range-dependent, as the population density drops exponentially with distance. Player stations and long range detection should even that out. Pirates should be a threat that you know you'll face. So people focus on fighting them, not avoiding.
The goal is to get the graph to look something like that: Profit rising as you venture closer to the belt core.
With a slight dive just behind the edge of safe zone, due to large pirate population density. But we don't want people to hop in-out SZ anyway.
View attachment 3136
And yes, I'm a nerd, so I deal in graphs.