Artisan Archive
Thread: Miner: A complete draft
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
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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
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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
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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….
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 --
--
Master Tailor,Master Artisan, Semi Merchant3022
Old Denobia, Rori--TRIAD Guild
Infinity
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
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
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
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
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