Artisan Archive

Thread: Miner: A complete draft

MirraxTerrik
Mon Aug 23, 2004 10:01 pm
#1


Required Skills: Surveying 4 + 25,000 Surveying xp



Novice Miner


Surveying +50 (Survey Tool Radius 500m)


Harvester Lots +5 (5 Extra lots for harvesters only)


Harvester Maintenance -10% (10% Deduction of harvester maintenance cost)


Harvester Efficiency +5% (5% Increase of your harvesters BER)


Certification: Medium Harvesters


Title Received: Novice Miner



Harvester Management 1: Basic Heavy Harvesters


Harvester Lots +2


Certification: Heavy Mineral Mining Installation


Certification: Deep Crust Chemical Extractor*


Requires 100,000 Mining xp (1 xp for every 1 resource unit retrieved from your harvesters hopper)



Harvester Management 2: Increased Lot Management


Harvester Lots +3


Certification: High Capacity Flora Farm


Requires 200,000 Mining xp



Harvester Management 3: Advanced Heavy Harvesters


Harvester Lots +2


Certification: Heavy Natural Gas Processor


Certification: High Efficiency Moisture Evaporator


Requires 300,000 Mining xp



Harvester Management 4: Advanced Lot Management


Harvester Lots +3


Certification: Fusion Power Generator


Requires 400,000 Mining xp


Title Received: Installation Manager






Harvester Efficiency 1: Increased Extraction Rates


Harvester Efficiency +10%


Requires 100,000 Mining xp



Harvester Efficiency 2: Reduced Maintenance Costs


Harvester Maintenance -10%


Requires 200,000 Mining xp



Harvester Efficiency 3: Advanced Extraction Technology


Harvester Efficiency +10%


Requires 300,000 Mining xp



Harvester Efficiency 4: Advanced Harvester Care


Harvester Maintenance -15%


Requires 400,000 Mining xp


Title Received: Seasoned Miner



_____________________________________________________________________________________


Mining Technology 1: Basic Hybrid Harvesters**


Certification: Mineral-Chemical Harvester


Certification: Medium Handheld Surveying Tools


Requires 100,000 Mining xp



Mining Technology 2: Increased Hybrid Technology


Certification: Flora-Moisture Harvester


Requires 200,000 Mining xp



Mining Technology 3: Heavy Handheld Surveying


Certification: Heavy Handheld Surveying Tools


Certification: Wind-Solar Harvester


Requires 300,000 Mining xp



Mining Technology 4: Advanced Hybrid Harvesters


Certification: Gas-Fusion Harvester


Requires 400,000 Mining xp


Title Received: Hybrid Miner



_____________________________________________________________________________________




Resource Refinement 1: Basic Refinement


Resource Refinement +10


Stat Refinement: Decay Resistance


Stat Refinement: Malleability


Certification: Refinement Installation


Requires 10,000 Refinement xp



Resource Refinement 2: Increased Refinement


Resource Refinement +20


Requires 15,000 Refinement xp



Resource Refinement 3: Reinforcement


Resource Refinement +20


Stat Refinement: Unit Toughness


Requires 20,000 Refinement xp



Resource Refinement 4: Resistance


Resource Refinement +25


Stat Refinement: Cold Resistance


Stat Refinement: Heat Resistance


Stat Refinement: Shock Resistance


Requires 30,000 Refinement xp


Title Received: Refinement Technologist



_____________________________________________________________________________________




Master Miner


Surveying +50 (Survey Tool Radius 1000m)


Harvester Lots +5


Harvester Maintenance -15%


Harvester Efficiency +5%


Resource Refinement +25


Stat Refinement: Overall Quality


Stat Refinement: Conductivity


Requires 620 Apprentice xp


Title Received: Master Miner



*Note- Deep Crust Chemical Extractor would be changed to heavy instead of medium.


**Note- A hybrid harvester would be a harvester that harvests two different resources, i.e. Copper and Polymer; it would be made by architects.



In the case that one of the above skill trees is for any reason unable to be integrated into the system, such as the Resource Refinement tier because of database issues, here is an alternate…



Site Purification 1: Soil Enrichment


Purifier Effectiveness +5%*


Certification: Soil Purifier**


Requires 100,000 Mining xp



Site Purification 2: Chemical Enrichment


Certification: Chemical Purifier


Requires 200,000 Mining xp



Site Purification 3: Gas Filtering


Purifier Effectiveness +5%


Certification: Gas Filtration System


Requires 300,000 Mining xp



Site Purification 4: Mineral Enrichment


Certification: Mineral Purifier


Requires 400,000 Mining xp


Title Received: Alchemist



*Note- Purifier Effectiveness +X% would ‘Enrich’ the land around the purifier** X%, for example; You find a steel concentration of 85% and you drop your harvesters on it, then you place a purifier down also, with Site Purification 4 the outcome would be a new concentration of 95%.


**Note- Purifiers would look similar to a harvester and would increase the concentration around it within a certain radius by X% where X= Your ‘Purifier Effectiveness’ Mods. Purifiers would have hefty maintenance and would be crafted be architects. Example; a ‘Soil Purifier’ would ‘Enrich’ the concentration of flora in a certain radius.





Well there it is, my idea of a new profession. And yes, I’m aware that harvester certifications have been the cause of many flame wars, but there in there anyways. So please share any comments/remarks/whatever….




Laiki Moonrunner -Ahazi- Ranger/Commando,
Fanatical Supporter of the Macro Nerf!
MirthDragonfire
Mon Aug 23, 2004 11:00 pm
#2

What a brilliant way to totally crash the economy.

Everyone currently running harvesters and factories will completely run out of power as they will no longer have the cert.

Nothing will get made and we will all go bankrupt.!!

Even the few people who want to do miner wont be able to grind it quick enough to keep up.

-- Nothing against people,who wanna do miner, but SOE would have to seriously delay current players losing harvester and power gen certification until the miners had built up a decent stockpile of power and resources.
And of course this would still hike the economy as they would then have a captive market.

-- Let the flame wars begin --

-- Mirth Dragonfire --
Master Tailor,Master Artisan, Semi Merchant3022
Old Denobia, Rori--TRIAD Guild
Infinity




000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000
000000000000
000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000
Mirth Dragonfire - An Explorer out to see the worlds
Master Creature Handler - Master Carbineer - BH0400 - Nov Medic
-TROJAN- Imperial Guild at Sisar Run - Dantooine
Snowdrop - Hot white Wookie chick
Master Architect - Master Tailor - Master Artisan - Merchant



MirraxTerrik
Mon Aug 23, 2004 11:18 pm
#3

Good point, although I believe this could be countered by only having certs for heavies and for the two new harvesters-like structures I proposed. So Personals and mediums would be un-certed.



Laiki Moonrunner -Ahazi- Ranger/Commando,
Fanatical Supporter of the Macro Nerf!
Srednii
Tue Aug 24, 2004 8:10 am
#4

love the purifyer idea , the hybrid harvester idea rocks too! god what I wouldn't give to have jsut 10 chem/mineral harvs instead of 10 chem and 10 mineral.



------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Guruweaver
Tue Aug 24, 2004 8:20 am
#5

It is a interesting idea, however, unhappily, with the current resource system, this cannot be done.


The refining/purification thing is the stickler, btw.


I hope we won't fall into the harvester cert war again....


Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
HalasterTheBlack
Tue Aug 24, 2004 9:36 am
#6

Speaking of cert wars...






(edited for less flame, more content...)


So... if there is a (perceived) problem that there are too many different people able to draw resources in this game, let's "fix" that. Let's make it so that those people who really enjoy and can excel at the mining game are the ones who are best able to draw the vast majority of resources. Let's create a new elite-level profession called "Miner".


The prerequisites for the Miner profession should be Scout 4000 / Artisan 0004.


The profession should have four skill branches. Let's call them "Terrain Negotiation", "Lot Management", "Efficiency", and "Enhanced Surveying".


The Terrain Negotiation branch would progress much like the Ranger's Wayfaring branch, but without the Camouflage. Maybe give a better bonus to mask scent to compensate. It would require scouting experience equivalent to the requirements in the Ranger Wayfaring branch.


The Lot Management branch would increase the number of lots available to the miner. This has to be done to help preserve the flow of resources into the galaxies (cutting the influx of resources by 90%, even by 50% would be incredibly detrimental to the economy). The progression should be +1, +2, +3, +4, so that at 0400 the Miner has an additional 10 lots to play with.


The Efficienty branch would enable the miner to gain better BER on harvesters. The progression should be +1, +2, +1, +2, so that at 0040, the miner could add 6 BER to all of his harvesters. Likewise, the progression should decrease maintenance and power consumption costs on mining rigs just as the Merchant Efficiency branch does.


The Enhanced Surveying branch would increase surveying range to the maximum allowed / stored on the servers (which is hopefully something over 320m - even 512m would be a huge improvement). As the miner progresses up the tree, he should gain the ability to use planetary survey droids which can be set to return the top 3-10 waypoints of a singlematerial the miner selects for a single planet.


At Novice Miner, the miner would gain the certification on Heavy rigs. He would also gain a +1 bonus on the Lot Management and Efficiency branches (thus immediately gaining his 11th lot and +1 BER).


At Master Miner, the miner would gain improved mask scent, another +5 lots (25 lots per miner cap, still not enough to counter a 75% or greater reduction in heavy miners out there), and another +2 BER.


Thanks for reading.





Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

Guruweaver
Tue Aug 24, 2004 2:46 pm
#7






Scoooter wrote:



I hope not also that war was annoying, especially how it repeats lol




It is the way of the internet. Flame wars work on a cycle, the period of which varies depending on the topic, the community, the communication medium, and skirt length.


Harvester certs may well beour cyclical flame war topic. /shrug Could be worse.



Guru





--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Cafa
Tue Aug 24, 2004 3:08 pm
#8

The Miner profession should HANDS DOWN be exceedingly better at MINING than the normal professions. When I think of being BETTER than the playerbase my comparison is always TKM. How much better can a TKM fight than a character with ZERO combat. The difference in mining skills should be as dramatic at Master Miner. Personally, I would envision a Master Miner being able to find concentrations over a 2500m radius. Now this type of surveying might NOT use the same as Artisan survey skills, which opens it up for the devs to make it similar to Ranger Tracking, but the results should be dramatic.

Also, Merchant Efficiency 4 already sets a 20% bonus standard for an Efficiency line.

Purification on the land doesn't seem like an appropriate skill set to me.

Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

MirraxTerrik
Tue Aug 24, 2004 7:23 pm
#9

I forgot to elaborate on purification, because, as I guessed, actually 'enriching' the surrounding ground would not be possible. So, instead of enriching the ground, it would have the same effect by boosting the BER by X% inside its radius.

Better/Possible?


Also I didnt believe that refinement would be viable either (although I still harbor hope), so thats why I drafted the alternater tier...



Laiki Moonrunner -Ahazi- Ranger/Commando,
Fanatical Supporter of the Macro Nerf!
MirraxTerrik
Tue Aug 24, 2004 7:28 pm
#10

Here's why some players don't want miner implemented.... (Pulled from another thread on the Core Systems Forum) And why our economy sucks....


There are always going to be players that kick and scream at any hint of change. Those players are usuallythe players withmultiple accounts and take part in cross server trading(considered an exploit by many) which in turn allows them to have complete monopolys over multiple crafting proffesions. So on more than a few servers 2-3'uber' players monopolize the entire economy because they can master multiple crafting proffesions and combat proffesions (and soon pilot as well), have master merchant level vendors (without merchant I may add, which is also considered an exploit among many), AND mine there own resources....

Which is where we see the biggest failing of the SWG economy--- No interdependency between players----


Because SWGlacks intricate schematics, a working merchnat proffesion,and harvester certificationsitallowscrafting proffesions to be completely self sufficient, never having to go beyond themselves to create and sellthere products. So...

Problem #1: Lack of a Miner Proffesion/ No need for crafters to buy resources from another player,

Problem #2: Crafting Proffesions don't need components from other proffesions (for the exception of droid eng.) again allowing self sufficiency,

Problem #3: Vendor Exploiting/ Lack of a working merchant proffesion,


Solution #1: Implement a Miner proffesion/ Harvester Certifications, therefore forcing interdependency between crafter/miner,

Solution #2: Revamp Schematics to include more components from other proffesions, i.e- Harvesters/Factorys require electronics from a master artisan, thereforeforcing interdependency between different crafting proffesions,

Solution #3: Make Merchant the only proffesion with the ability to sell products/ Implement consignment sales, therefore forcing interdependency between crafter/merchant,


This causes forced interdependencyamong players, (Except for people with alts, which is a problem that can never be fixed unfortunatley) and, if done correctly, balances the economy. (Other changes would obviously have to be made in order to balance the economy, including faster weapon/clothing delay, and no more 30k mokk missions.)


So the only people whoshould be dreading the idea of interdependency will be the 'uber' players unwilling to end there exploitive reign over the economy of there server...



Laiki Moonrunner -Ahazi- Ranger/Commando,
Fanatical Supporter of the Macro Nerf!
Scoooter
Wed Aug 25, 2004 12:47 am
#11






Guruweaver wrote:

It is a interesting idea, however, unhappily, with the current resource system, this cannot be done.


The refining/purification thing is the stickler, btw.


I hope we won't fall into the harvester cert war again....


Guru







I hope not also that war was annoying, especially how it repeats lol





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Cafa
Wed Aug 25, 2004 10:22 am
#12


MirraxTerrik wrote:
Which is where we see the biggest failing of the SWG economy--- No interdependency between players----
Because SWG lacks intricate schematics, a working merchnat proffesion, and harvester certifications it allows crafting proffesions to be completely self sufficient, never having to go beyond themselves to create and sell there products. So...
Problem #1: Lack of a Miner Proffesion/ No need for crafters to buy resources from another player,
Problem #2: Crafting Proffesions don't need components from other proffesions (for the exception of droid eng.) again allowing self sufficiency,
Problem #3: Vendor Exploiting/ Lack of a working merchant proffesion,
Solution #1: Implement a Miner proffesion/ Harvester Certifications, therefore forcing interdependency between crafter/miner,
Solution #2: Revamp Schematics to include more components from other proffesions, i.e- Harvesters/Factorys require electronics from a master artisan, therefore forcing interdependency between different crafting proffesions,
Solution #3: Make Merchant the only proffesion with the ability to sell products/ Implement consignment sales, therefore forcing interdependency between crafter/merchant,
This causes forced interdependency among players, (Except for people with alts, which is a problem that can never be fixed unfortunatley) and, if done correctly, balances the economy. (Other changes would obviously have to be made in order to balance the economy, including faster weapon/clothing delay, and no more 30k mokk missions.)
So the only people who should be dreading the idea of interdependency will be the 'uber' players unwilling to end there exploitive reign over the economy of there server...





The biggest failing of interdependency in this game is the LACK OF SECURE interdepencies. Contracts are all verbal, and only as good as a person's virtual word. Renting lots, mining contracts, heck even selling someone a service is completely unenforceable within the constructs of this game.

On top of that, even with EMAILS IN-GAME from people that have defrauded me over this last year of play, CSRs refuse to componsate me for fraud, or punish the perpetrator.

Harvestor certifications are worthless in the current paradigm for anything less than a Miner Profession.

Speaking as a player with an Artisan, an Architect, a Doc, and Chef as active end product crafts -- it is impossible for me to do everything myself, no matter how many characters I have. There are MANY subcomponents for all my Elite Profession crafts that I cannot even make nor do I want to.

As to vendors, I have always said the bazaar needs to be removed. Maybe when the game first started it had value. Now the bazaar is nothing more than a place where noobs can be exploited. Merchants should rule commerce in this game, IMO.

Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Scoooter
Wed Aug 25, 2004 1:12 pm
#13






MirraxTerrik wrote:

Here's why some players don't want miner implemented.... (Pulled from another thread on the Core Systems Forum) And why our economy sucks....


There are always going to be players that kick and scream at any hint of change. Those players are usuallythe players withmultiple accounts and take part in cross server trading(considered an exploit by many) which in turn allows them to have complete monopolys over multiple crafting proffesions. So on more than a few servers 2-3'uber' players monopolize the entire economy because they can master multiple crafting proffesions and combat proffesions (and soon pilot as well), have master merchant level vendors (without merchant I may add, which is also considered an exploit among many), AND mine there own resources....

Which is where we see the biggest failing of the SWG economy--- No interdependency between players----


Because SWGlacks intricate schematics, a working merchnat proffesion,and harvester certificationsitallowscrafting proffesions to be completely self sufficient, never having to go beyond themselves to create and sellthere products. So...

Problem #1: Lack of a Miner Proffesion/ No need for crafters to buy resources from another player,

Problem #2: Crafting Proffesions don't need components from other proffesions (for the exception of droid eng.) again allowing self sufficiency,

Problem #3: Vendor Exploiting/ Lack of a working merchant proffesion,


Solution #1: Implement a Miner proffesion/ Harvester Certifications, therefore forcing interdependency between crafter/miner,

Solution #2: Revamp Schematics to include more components from other proffesions, i.e- Harvesters/Factorys require electronics from a master artisan, thereforeforcing interdependency between different crafting proffesions,

Solution #3: Make Merchant the only proffesion with the ability to sell products/ Implement consignment sales, therefore forcing interdependency between crafter/merchant,


This causes forced interdependencyamong players, (Except for people with alts, which is a problem that can never be fixed unfortunatley) and, if done correctly, balances the economy. (Other changes would obviously have to be made in order to balance the economy, including faster weapon/clothing delay, and no more 30k mokk missions.)


So the only people whoshould be dreading the idea of interdependency will be the 'uber' players unwilling to end there exploitive reign over the economy of there server...







Lets not start another so go back in the forum and read the flame wars in certs and miner.


The vast majority of the reasons are not interdependance. The largest reason by far is placing such a cornerstone of the economy in the hands in just a few. Especially when resource prices from CURRENT resource vendors is rarely less that 5 cpu. This is an abomination since it take 0.5 cpu or less to mine it and mining costs are fixed and do not fluctuate with the economy. So most people see lowering the amount of resource produced and having fewer people selling resource as the issue


Not the interdependency




Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Page 1 of 3
Previous Next