Masteroids (the asteroids monsters) are a prevalent mob in space maps, they've become a source of hundreds of ore in my inventory. Given mech part and space station costs, this would've been a boon if they dropped ores based on the current tier of the system they in. That would be the basic suggestion, taking it further... It would be nice to see ore variants of Masteroids, with ore-specific visual elements, along with representative stats. For example an Aegisalt Masteroid will have high speed (energy) with less health, with green ores sticking out, where a Violium Masteroid will high high health, but moves slowly. This would make space combat have just a bit more variance and make repeatedly going into space encounters more rewarding. Common Higher tier stars means more health, more damage, but slower speed. As other space mobs get more varied and potentially tougher due to design and stats. Iron: Gentle stars Tungsten: Temperate stars Titanium: Radioactive stars Durasteel: Frozen/Fiery stars Uncommon Found occasionally among common mobs in frozen/fiery stars. Consider these to be "Elite" variants. My view is that their powers should be passive, unlike when the refined material gets used for things that truly channel their properties. Aegisalt: High acceleration, high speed, low damage. Occasionally has instant velocity changes (with a dash effect), requiring the player to be on their toes when avoiding/fighting them. Ferozium: Players in range are affected by a (non-stacking) slow effect that strengthens(?) as the Masteroid approaches. This makes the player increasingly vulnerable to other attacks. Violium: Does not get knocked back. Damage leaves behind Violium orbs that knock the player back on contact. Players are recommended to pay attention to how they're leading their targets as they fight. Rare Rare mob in fiery stars. The expanded damage radius is a given, given that Solarium gives the impression that it has the energy of stars. Solarium: Expanded damage radius that works like Erchius ghosts, players not in mech immediately get the "Burning" status effect. Has relatively large explosions on death in each stage. You're practically fighting flaming fireballs. The largest form leaves a trail of damaging fire.
The tiered ores could also make them have unique abilities, such as teleporting right after being deflected in order to make them more difficult to hit.
With effects that are more potent the larger they are; you'd be wanting to break them down into smaller parts. Though what material were you thinking of?
For example, going thorugh all tiered ores: Iron: Nothing. Tungsten: Slight damage resistance. Titanium: Low chance to deflect attacks. Durasteel: Negates 1-Hit kills (Any damage taken at full health will be reduced so that it leaves 1 HP) Aegisalt: Can teleport quickly and randomly after and between charges and after being deflected. Ferozium: Can spawn ghost Masteroids that deal no damage, but can confuse players. Violium: Can fire Violium shards in somewhat complex patterns. Solarium: Has a Solarium disc that increases their hit radius and has a separate health bar, giving Masteroids extra health.
Sorry for the time it took: Common Higher tier stars means more health, more damage, but slower speed. As other space mobs get more varied and potentially tougher due to design and stats. Iron: Gentle stars Tungsten: Temperate stars Titanium: Radioactive stars Durasteel: Frozen/Fiery stars Uncommon Found occasionally among common mobs in frozen/fiery stars. Consider these to be "Elite" variants. My view is that their powers should be passive, unlike when the refined material gets used for things that truly channel their properties. Aegisalt: High acceleration, high speed, low damage. Occasionally has instant velocity changes (with a dash effect), requiring the player to be on their toes when avoiding/fighting them. Ferozium: Players in range are affected by a (non-stacking) slow effect that strengthens(?) as the Masteroid approaches. This makes the player increasingly vulnerable to other attacks. Violium: Does not get knocked back. Damage leaves behind Violium orbs that knock the player back on contact. Players are recommended to pay attention to how they're leading their targets as they fight. Rare Rare mob in fiery stars. The expanded damage radius is a given, given that Solarium gives the impression that it has the energy of stars. Solarium: Expanded damage radius that works like Erchius ghosts, players not in mech immediately get the "Burning" status effect. Has relatively large explosions on death in each stage. You're practically fighting flaming fireballs. The largest form leaves a trail of damaging fire.