Artisan Archive
Thread: Mining Profession v.1
None of this will effect the economy. You will always have people that sell below market value just because it upsets other people. I know, I do it. All you need to get ahead in the mining game is have a 2nd character who focuses on resources in your guild, or have a guild where everyone actually pools resources. When this is the case and everything your guild members need is furnished in house everything else is just trash that you grind out to raise skill levels. We could burn through resources in practice mode or we could sell them at or below cost just to hear you whine about it.
I agree that mining should be returned as a legitimate skill tree. Not because I think it will balance the economy ( that will never happen), but because some people enjoy that aspect of the game.
Thats what it is. A game.
Not a tutorial on Macroeconomics.
In terms of resource scarcity. Flat +25% concentration for masters isn't going to make the resources shift any slower. So I don't think that will affect scarcity.
as far as i am concerned :
deeds are too cheap , 500 for a deed is a killing price .
resources are kinda cheap too. We spend probably 2000 credits to maintain a single havester and people selling their resources around these price too. Where istge profit? There is no profit.
The times i spend on hunting mission compare to havesting can get me more credits. Which is a sad case.
Ive thought alot about the miner as well, i like some of your ideas altho having refining as a pre-requsite to craft would make the class much to needed by every single crafting class, because less face it, no one worth thier salt is going to craft with a -50% reduction in quality, most crafters would just pickup miner.
Heres my ideas on the profession:
Skill trees: Refining / Miners Knowlegde / Advanced Survey / Mechanical Intuition
Refining: Allow the miner torefine any non-organicmaterial, improving all stats on it by 5% at novice 10/15/20/25% through the skill treesand 30% at master.
Miners Knowledge: Allows the miner to determine how much of a material is within the crust before it vanishes, at novince the resource isreported down to the nearest 1,000,000, reducing a 0 per skill box and giving an almost exact total at master.
Advanced Survey: Pretty self explanitory ![]()
Mechanical Intuition: Allows a miner to cross circut and re-wire a <placed> harvester, increasing its output andcredit/power intakeuntil the harvester is reclaimed/destroyed. The percentages would scale up like refining.
and who knows what makes a resource better than the next resource for a particular slot, all it says is that it will take such-and-such resource, but no indication wether it needs high conductivity or not, just that i have a choice of steel, aluminum and/or copper. does a housing need a harder material and a relay a soft material? i dont know, so when i experiment, i sometimes get weapons even i dont want, so instead of just practicing and maybe throw away the resources and a potencially good weapon, i craft it and sell it AT COST!
You have much to learn you padwan.
If you want to know which materials to use, look at the schematic details when you open your crafting tool. The schematic will say something like "Experimental Effectiveness: 50% conductivity."Thus, using a high conductivity metal will give you better results.
You have to scroll down in the box on the lower right of your crafting tool window to see what I'm talking about. This is the window where you are actually putting materials into the different slots. There is seperate section in the lower right that you can scroll through. It tells you what material stats you should look for.
ArjunThakur wrote:
if the +% to concentration was a master only benefit, then that would be balanced I would argue.
Now that I think about it I believe that a harvester should never grant more than 100% output even for master. This bennefit then becomes slightly dilluted for plentiuful resources, but it helps the master by eliminating part of the mining headache. (explained below)
Yes, the way mine is spec'd the totals go
Novice +5% (gives the miner slightly more proffit)
Machine I +10% (let's the miner go to 90% spots and not bother with higher
concentrations... this way the miner is not required to place
on the top concentration in some cases)
Machine II +15% (more cases where the miner can take a less concentrated spot)
Machine III +15% (no change, but the other bennefit of machinery 3 is the +/- 5m
elevation slack the miner gets. That grants them a huge advantage
when placing mediums & heavies)
Machine IV +20% (miners will "plateau" in skill if they take this tree first.
the bennefits are only monetary ones here, but they can place
harvesters on most terrain at 80% and don't need any greater
concentrations)
Master +25% (the pinnacle of machinery placement, they only need to find a 75%
spot and can place harvesters on nearly all terrain)
I've always thought that it would be cool for a miner class to have a chemical engineering line. This would be a set of skills that allowed the miner to engineer new (higher stat, etc...) resources and craft them... It could bebalanced by havingresource intenseschematics for creating uber chemically engineered resources where you could experiment particular stats up.
1) Increased Lots
2) Increased harvester efficiency
3) Ability to put harvesters in more locations (like on steep hills).
4) Galactic Surveying
For #4 what I was envisioning is that the miner could build 'survey stations'. You would build one of these and plant it somewhere on a remote planet. It would take a low amount of power and maint, and would basically allow you to see what resources are available on the planet without going there. So you open up your survey device (or a specialized device only for reading from the stations), and you'd get a summary of all the planets that you have a station on and what resources are currently available there (but you'd have to go there to actually do the surveying/sampling). Or perhaps rather than a device simply getting email every time the station detects a resource shift with what left and what arrived (maybe make that a master benefit). I'd think the best way to handle it is like the ranger camo kits- as you increase in the tree you get certs for the planet specific survey stations.
That way a master would be able, at a glance, to see what is available where so they can be better informed about where to put down their harvesters without having to travel to every single planet.
http://forums.station.sony.com/swg/board/message?board.id=Bloodfin&message.id=39730&highlight=#M39730
I proposed a similar class idea take a look!
I like the way you've layed out your suggestions. I'd even go so far as "tip my hat" to the fact you are willing to "nerf" yourself to be able to get some other things implemented (the thing about renting lots from friends). Offering to loose something to gain something always is a good thing to do (as long as it isn't someone else loosing something and you gaining something
)
It's a good suggestion, I would realy like a Miner Elite Profession,nevertheless refining won't happen anytime soon I am afraid: the refining stages would at the very least double the ammount of resource types in the database, if not more, and this is something I feel, would never happen. Good read tho!
Goff McMerrii
Miner
Today I'll post just the refining / smelting idea around the elite artisan forums.
Like your ideas, Arjun. It's good to see someone as excited about the game as I.
Here are some additional suggestions/modifications for your thinker! ![]()
1. Shouldn't miners do what miner's do? Dig holes in the ground.
a. Mines would be structures that use lot slots like any other structure. The initial placement is the mine opening and a small area inside. To give you a visual, a cave opening slightly smaller than what's seen at Jabba's cave or the Beetle cave on Tatooine. The area inside is roughly equal to the volume of a small house. The initial placement takes two lots to build and harvests material equal to a medium mineral harvester.
b. Additional lots can be used to extend the mine deeper into the ground. 1 lot per expansion area. I would think that each expansion is roughly equal to 3/4 the size of a small house. Additional lots have the effect of increasing yield and quality of mineral ore.
c. The mine is a semi-permanent structure. It can be moved as houses and so forth, but it isn't necessary or it becomes cost-prohibitive. The idea here is to maintain one digging area. Miner's are not necessarily stuck with what is available there (as they can move should they want to), but there is always something there and it won't be too poor. Going into the ground to extract the resource should always be better than sticking a machine on the surface.
d. A fourth skill tree is needed. This becomes useful here. Each level adds to the depth at which a miner can go. Each depth increases yield to the point that a mine with X lots used isFAR more productive than havingX heavy Harvesters.
e. A mine is worthless without someone there to dig it. A possible skill modifier for the miner is the ability to dig specifically in a mine using those advanced tools mention above for digging. A specific droid could be used as well (either a new droid chassis or a new droid module may be needed). Or perhaps the miner can hire Ugnaughts (the short people in Cloud City in TESB).
I suggest this simply because I see it as a worthy idea (fun to imagine if nothing else). I also hate running along the countryside and suddenly 20 harvesters appear. Yuck.
Ralyykk
Master Artisan, and other things