Artisan Archive

Thread: Ideas 5.1: Mining.

salvestrom
Wed Apr 21, 2004 6:32 pm
#1


This post is also in the Core Systems Forum.


Ideas 5.1: Mining.


Most of this is intended for changes within the current system, rather than suggestions for a full mining profession. The changes are not necessarily intergrated. For example certain new vehicles could be introduced, even if the new transportation system were not used.


Summary:


* Mining platforms that offer living space and mining bonuses.


* Selection of vehicles available in the Survey skill branch.


* New resource trasportation system.


My intention with these changes is to add a cool factor to mining, rather than overly complicate the system.


5.1a: Mining Platforms.


Originally this section was to be about static resources, but as I started to type it suddenly dawned on me that the current system of seeminly shifting resources is infact quite realistic. A seam of resource will eventually run out and, in reality, the mine is extended to find more. In Star Wars, we move the mining station. Although we often have to move it some way. Also, while trying to locate a new, rich seam (or as the case maybe a poorer quality one) it's likely the miners would stumble across other resources. Mining accidents involving breaking through to a gas pocket are not unheard of.


This idea then suggested a new idea. Mining Platforms. These are large structures (but still one lot) that are capable of gathering 2 or 3 different types of resource. Not so much at the same time, but if mineral runs dry and no high effeicency spawns are around anymore, the miner could switch the platform to extracting chemicals instead. I see this appealing to "grind" miners, who mostly extract grind quality resources for quick sale.


Possibly, larger multi-lot platforms could offer higher than normal extraction rates and living space. Further, a new city specilisation might be added that boosts efeciency, and lower maintance and power consumption, leading to the creation of mining towns/colonies.


5.1b: Resource Transportation.


I suspect that I'm not the only person who's ever considered that being able to carry several tonnes of ore, chemicals and flora is alittle unrealistic. Of course, the current system is practical. You need to be able to carry materials in your inventory ready for crafting, and you need lots of material to grind.


The system runs like this: At Novice Artisan you get a new Manifest window. The manifest window shows you the contents of your ship (not a spaceship - vehicles covered next). Materials are directly downloaded from the hopper to the Manifest, and the mainfest can be accessed directly through a crafting tool.


Potentially, when you travel the contents of the manifest are subjected to a shipping tax (planet to planet only).


A new building, a storage facility, might be added that will automatically gather resources to a single location (the facility). These might also have living space. (Part of the construction concept of this building is the requirement of two binary load lifters to make it, these might be seen trundling about the facility then).


5.1c: New vehicles.


Firstly a variant on the X34. Same speed and terrain negotiation, but no passenger seat. Instead it carries equipment that enables the driver to survey while riding the vehicle. This would be avialable at Surveying 2. It isn't the same as a survey tool however. While the vehicle can be set to survey for all resource types, and can match the range and resolution available at Surveying II, it doesn't improve as you progress to Survey III and IV. At Suvery IV an improved version of the Survey II vehicle becomes available. Just to name them, let's call them the X35 and the X35 Mk II.


Secondly. The ships. And by ships I mean boats. And by boats I mean hover barges much like those seen in Return of the Jedi. Bet you can all guess now where all this nonesense evolved from .


Ships would become available as you progress up the survey branch. Starting at small vessels with room to store 5 seperate stacks of resources, leading upto big barges that can hold 20 stacks. Ships would be of equal speed and terrain negotiation to a swoop. Possibly with better terrain negotiation.


At novice artisan a player would get +1 to ships. And then +1 again at survey 4.


That's pretty much it. Admittedly I have much more in mind for mining, including expanding it to its own profession. One idea even involved mining platforms "growing" cave systems beneath them which would become populated with creatures, thieves, ore thieves and so on that the miner would need to keep cleared periodically to preserve the extraction rate of the system. Even paying someone else to do it if they so wished.


Enjoy


Sal.

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