wow phkb !
That was darn quick!
Having played a little with the oxp installed I have noted a few things.
Firstly I think I have OCD - hehe - I noticed this when first trying the eject option for mineral splinters (which at the time totalled 39) - I wanted to see if it ejected them as individual units or as one large lump (for want of a better expression), and realised several moments later that it pumps them out as single units at a steady rate - at this point OCD took over and i attempted to scoop them all back up but sadly could not account for 9!
But enough of my OCD, could this be a useful distraction tool when being attacked? If the game mechanics allow for it, it could be a useful ploy to have the unit eject a steady flow of low value mineral containers to tempt pirates to break off the attack and go for the cargo instead.
The destruction of cargo works great too and being able to destroy low value minerals makes mining a very attractive proposition in my boa clipper which currently has 142t cargo capacity due to other mods which take up 8t space. I am using asteroid tweaks set to 3x normal qty (with respawn active) and in many ways this add on makes the process of making money via mining too easy, although the market place quickly saturates with high levels of stock that I am flooding on to it.
I agree that it should take time to destroy the cargo rather than being instantaneous. Perhaps having an energy drain when destroying cargo might be an option - say maybe 1 bar of energy per 10t destroyed (this would make you more vulnerable when destroying cargo).
As regard the production of alloy when destroying stock this sounds like a good idea especially when considering players who are just starting out and will have limited cargo capacity.
I also had some thoughts for future development that are inspired by using the "Illegal goods tweak" oxp which basically gives the commander the option of coming clean with the authorities when docking and carrying illegal goods. I always bottle it at this point and hand them over and am rewarded with a few credits for my trouble.
This got me thinking what if you could use the BCP to act as a mercenary extension of the law.
For example whilst mining a ship which I have disabled or found. I find illegal goods, presumably the details of the ship and illegal cargo would be recorded before destroying them (basically doing what the "illegal goods tweak" oxp does but out in space, this information would be handed over to the police when next docking at main station. The police would then use this information to start investigating all known associates of that commander / ship (as the commander may have been squeaky clean as far as the authorities were aware up to that point and so this new information is invaluable to them (they only get it when I next dock - which is when I get paid also). You could then throw in a percentage chance that any ship that you encounter before docking maybe an associate /ally of the illegal goods commander / ship and even though initially appearing to be yellow / law abiding will start to attack you (this would of course turn them red) to prevent their criminal underworld from being exposed when you dock and transfer the info to police.
Perhaps a payment system that works in a similar fashion to the salvaging license maybe an option here (ie you can make a considerable amount of money doing the polices' work for them but you first have to pay your license dues).
I am just shooting out ideas here as to how it could develop and expand - no idea whether any of it is viable (or worth the headache).
The BCP works great as it is and I am chuffed to bits that I will no longer have to faff about ejecting and shooting cargo.
Thank you very much phkb, you're a star!