Artisan Archive

Thread: career of miner

Lankou
Sat Nov 01, 2003 11:21 am
#1

I guess i remember that the career of miner was initially envisaged at the time of the design of the play but which it could not see the day for reasons that I don't know
So i put the question of the economic interest that a class of this type could bring.
As I do not arrive has to find an answer to that question, I solicit your opinion.

Thus the occupation of miner would be debloquable with surveying 4 of craftsman.
The 1st branch of skill tree would give bonus as capacities improvement and improved drilling (speed of extraction, quantity).
The 2nd branch of skill tree would give acces to 10 lots moreover (2 lots/skill, the last for masters).
The 3rd branch of skill tree would reduce the maintenance costs of the extractors.
Finally the last branch of skill tree would make it possible to locate the resources with more effectiveness.
I thought as a system of satellites (crafted by Droid Engineers, it would give them some kind of work) which would more or less provide information on the resources (localization, quantity, quality).
These satellites would have to be deployed on every planet (1 satellite/planet) and would cost expensive in maintenance.
To obtain the informations by planet, it would be enough for the miner to go on the planet which interests it and to consult the satellite terminal.
Would this profession be viable? Wouldn't it upset too the current economy? The satellites will cost very expensive and thus will be really useful only for the miners having assembled the 3rd skill tree.

Currently I badly do not waste time of play has to seek specific resources (as many other players I guess). Same if I appreciate sometimes this research, it is rather redundant and thus quickly boring.
A serious miner could thus sell these infos, much more interesting that all those which one can find on Internet sites.
Bobpants
Sat Nov 01, 2003 11:32 am
#2

I don't think that adding lots will ever happen only because you wouldn't have to use those lots for harvesters There are a lot better tree thoughts out there for miner. But here are some of my ideas for what the tree could look like'


efficiency (improved maint cost better harvesting rates)


opperation (bigger harvesters),


refining (improving what we get),


and imporved surveying would be appropriate.


I would really like it if there was a tree with terrain negogiation or run burst for those long runs. It would be nice if maybe we could get a focused discussion on the miner/farmer profession, I am tired of seeing harvesters everywhere. Anything beyond personnel should require skill points spent.

Graeme
Sat Nov 01, 2003 9:22 pm
#3

I think it is kind of funny, that there originally was supposed to me a miner profession. Then, they cut it, because they couldn't make it fun enough. And yet, there seem to be more people making a nice living off of resource gathering, than any of the real professions.
Bobpants
Sun Nov 02, 2003 10:31 am
#4

I think the fun factor shouldn't play into. To me sitting in a cantina dancing or playing is boring but they kept those. I think this profession would benifit everyone as well as get rid of all these huge harvesters evrywhere. Part of the problem is so many people view Artisan as not being a real class. Its just a passing point to Architect or whatever.
Wabit
Mon Nov 03, 2003 12:17 am
#5

we just had a topic related to this... my thought on it are there, along with alot of other good ideas


http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=18822




I can just see a "Wait for the Combat Revamp" and "Wait for the Smuggler Revamp" quote all rolled into one.
"Wait for the Smuggbat Revamp"
Smuggbat, I like that
Bobpants
Tue Nov 04, 2003 7:52 am
#6

The problem though is this stuff gets buried. I mean how many people ever think there will be a miner or profession or a cert for harvester use? I don't think it will happen but its a proffession that would definetily help.
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