Artisan Archive
Thread: Miner
you know its the most asked for profesion to be added. So be quick and brief and list what you want in the trees to perhaps give the devs ideas.
SURVEY LINE
--Survey Droids (one time use only would still be effective)
--Along with the droids allow miners to survey entire quarters and later whole planetary recourse deposits. It doesn't have to give exact percentages just a color graph of where the resource is and the miner could investigate it further.
METALURGY LINE
--allow the ability to custom craft resources from a base resource (say ore for example)
--of course this would have to be done in Miner factories (refineries)
Harvesting Line
--Introduce new harvesters that each have a special ability: for example
-Industrial Harvester: greater harvest than with traditional heavy. Restricted to mining class slots
-Rigs: Off shore drilling: for now all resource deposits under water are useless
-Advanced Drilling: units that have the ability to either mine more than one type at a time or one that can side drill to allow it to be more permanently placed and access resource deposits not necessarily underneath it.
INDUSTRIAL LINE
--Sampling efficiency
--Reduced Harvester cost
--Remote monitoring
I'd like to see similar to what you described. I'd also like to see certs for gens/harvesters, /shrug.
Novice Artisan - Wind Gen
Survey I - Personal
Survey II - Solar Gen
Survey III - Medium
Survey IV - Fusion Gen
Novice Prospector - Heavy
But I'd like to see Surveying Range (increase scan range of course, continue with the increments as they are now?), Extraction Technique (increase the concentration a harvester sees by like 1% per level, maxxing at 6% by Master), Site Management (lower power, maint, then re-deed a fraction for Novice - II, then a second time for III - Master. Finish at like 10% off of each.), and Prospecting Tools (a line of advanced mining tools, I like a lot of the ideas. But I think specialized harvesters and such should remain the domain of architects--you just need Prospector to use them.)
But yeah, I'd like to see the profession in the game.
So why was it removed?
from what i gather the miner profession was nix'd because they got rid of the industrialist line. It wasoriginally supposedto be as follows.
Miner gets material (no other class would have this ability)
Designer makes schematic (cannot operate factories)
Industrialist (manufactures product in factories)
They realised all too soon that the industrialist was worthless since the economy would be too slow havingcrafted itemsgo through so many middlemen. So in the effort to get rid of middlemen they got rid of Miner too.
But what they most likely did not anticipate was the amount of time mining consumed and that it actually can be a full time job in this game.
My input for mining proffecion is as follows.
1. add the skill smelt, miners can smelt givin resources to improve the quality, with small chance to lose a small amount in prosses dependant on skill.
2. given the miners skill toincrease the chance to find high yeild deposits, much like now, just more frequent/
3. carry droids. much like a pack mule of old. give miners the ability to use a packdroid to carry large amounts of ore/tools ect ect.
4. maybe a portable (drivin) extraction machine of some sort.. can be drivin to different deposits and used for higher yeild.
that sall i have for now, im at work multitasking so ill think of more when i have time..
Ripsher
I think miner would be a great idea, since so many already do. I dont agree with restricting certain harvesters for only miner use though (yes im an architect, and could never afford to buy materials). But 4 Lines like:
Harvester/Cost power line:
I reduce harvester maintenance by 3%
II reduce harvester power by 3%
III reduce harvester maintance by 6%
IV reduce harvesterpower by 6%
Harvester # line:
I Additional Harvester
II Additional Harvester
III Additional Harvester
IV Additional Harvester
Harvester Production line:
I Increase power harvester production by 5%
II Increase Flora/Gas harvester production by 5%
III Increase Chemical harvester Production by 5%
IV Increase Mineral Harvester Production by 5% (Gimme! more ore!)
Prospector Line:
I Prospector Speed (have this be about the same as exploration 3 speed for moving up hills and such)
II increase survey area by one level (slightly larger than the rest of us get at survey 4)
III Find deposit (be able to find the start of the nearest deposits of a specific type of resource on the planet)
IV Learn Age of a deposit (how long it has been spawning)
Master Miner-
*Droid to manage your harvesters power, maitenance, how much is in the hopper from anywhere on the planet
* Increase of production and lower costs than already provided by the other two lines
* another level of survey range increase
* A driod that could access a miner's database, where you could select a specific type of resource and it would list all the planets it is currently spawning on at the moment, like a miner's network or something, so you dont have to actually travel all over opening your resource survey tool to see what is there. This could be done through a driod or through a terminal in the miner guildhall that only master miners can use.
Just my thoughts on how a miners specialization line would be ![]()
You need to add remote management of harvesters; so we can check status and select new resources.
I would like to see a prodiction skill so we can tell when a ore will run out.
Skills for prep-ing the groud before dropping the harvester to increase production or lower maintance.
I still think a miner profession would be fun.
"Take Mining out Crafting, and put Science back into StarWars"
from :
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=292775
(Note that links to nexusstorm.com are empty, we've just moved to swgxpansions.net)
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Q-3PO Wrote:
...We want to appeal to both the dabbler and the dedicated. Those who just like grabbing bits and pieces to do the things they like should be able to do it, however they won't get the benefits of being a master. At the same time, our skill trees do have certain skills dependants so you don't have total freedom from professions either.
It is our intention to make all of the professions (and skills within) fun and appropriate in their own right. Although people can (and should) indentify with specific professions, we expect most players will use several different professions to create a more fleshed out character. Hopefully that limits the "class jealously" arguements some. If someone feels that another profession has some better attribute (defense, money earning potential, weapons, etc.), in most cases they can learn parts of that other profession. ______________________________________________________________________________
SWG is a skills based not a class based game:
The problem with Mining in Beta, was not that they couldn't come up with the ideas to make the profession work, but like Farming, Mounts, vehicles, player cities and even SE (which was originally planned fo release years ago), they didnt have enough time to implement them in a rewarding and immersive way and get the game launched in a reasonable timeframe.
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Quote:
Miner is cut for launch. But I have it on my personal list to look at as an addition as part of monthly updates.
-Raph Koster
Creative Director
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I propose that we add the Scientist Starting Proffesion along with Miner and Farmer, so that we stay committed to the skills based system of professions. Taking the Surveying Tier away from the Artisan skill tree, might be not be such a loss afterall.
In it's place would be a Mechanical Experimentation skill Tier in Artisan. This skill Tier would not only provide xP and advancement for Experimentation but allow for more customization of Schematics including retrofitting, repairs and modifications. This Mechnical Experimentation Tier would become a pre-req for the Mechanic/Vehicle Manufacturing Profession. The Survey Skill Column having been removed from The Artisan profession would then be logically divided into four rewarding columns like every other tree. This is where we can take a cue from RL science.
The Four SkillTiers of the Starting Scientist Skill Tree Would be:
1. Earth Sciences Branch - (pre-req for Miner & Chemist)
2. Life Sciences Branch - (pre-req for Farmer & Doctor - CH and BE too?)
3. Social Sciences Branch - (pre-req for Politician, Linguist, Anthropologist)
4. Research & Development Branch.
Check out the Skill Tree image for Starting Scientist Here:
http://www.nexusstorm.com/phpBB2/viewtopic.php?t=20
The starting scientist schema basically sets all organic and inorganic compounds as resource 'schematics'. Artisans would then purchase Organic and Inorganic Materials from Scientists, Miners, Chemists, and Farmers. The bazaar market could have new section for commodities markets, as way to establish a dynamic hardcoded base price for the lowest complexity materials. As a Side note, players should be able to generate pick-up and delivery missions for materials, and indeed all items. It should always be cheaper and more convenient for artisans to outsource their materials than to source them individually.
Artisans will pay more for higher quality of resources as well. In the starting Scientist system, the process of refinement allows the Scientist/Miner to refine their materials down as a linear function between quality and volume. The better materials will have a higher average yield in refinement. The base prices established by the commodities market, are hardcoded but not fixed in a static way. So the prices aren't exactly 'fixed' per se'.
The price of Uber Alloy X would be computed based on the quality of the Ores, that were used in the compounding of it's resource schematic. That is the lower the quality of those ores, the lower the quality of the alloy, the cheaper it is. The quality of the elemnts used in compounding directly affects the purity of the compound.
Science gameplay, xP and missions
The xP is called Field Work xP, (iE: EarthSciences FxP). FxP is gained from successfully surveying and sampling. At any time, FxP gained from Field Work can be used like Faction Points to purchase Research from the Research Branch.
Research Experiments include:
Composition Research: Discovering the properties and characteristics of the element.
Refining Research: Reducing volume to increase quality.
Compounding: Taking two different materials and dropping them into a resource schematic for an alloy,orother Inorganic/Organic Compound. Doing Compostion and Refining research on elements before Compounding them together will improve the quality of the alloy or Inorganic Compound.
Succesfull sampling and surveying generate Earth Sciences xP. That xP then acts in a simliar way as faction points do now. The Earth Sciences xP would be used to 'purchase' lab Experiments in the Acadamy.
Resources act as schematics in this new system, with a basic set of core elements that can be surveyed, sampled, researched, refined, and compounded with other organic and inorganic compounds to create more complex (and valuable) alloy, chemical and other solutions.
The scientist can only do small quantities of this at first, and must advance to 'discover' new types of materials and compounds she can make. Advancing to Miner, Farmer takes Science a step further with advanced surveying, greater volumes for refining, and compounding, as well as new certs for industrial and agricultural installations respectively. Leveling gives access to new certs for the myriad of research stations, and scientific equipment that the Scientist needs.
This inter-dependancy exists between Scientists, Miner and Farmers, and all the artisan classes, as Scientist Professions need the crafted equipment from artisans, and artisans need resources from the science Professions. The other interesting dynamic is that, scientists will have/need abnormally high Mind Pools-thus lowering their ability to successfully defend themselves against tough enemies. Enter the expedition missions, where PC Scouts, Scientists, Marksmen et cetera, venture out to get that precious sample of material Y.
"Gold that is harvested will not be of the same quality as that which is sample"
In this way because of the 'delicate'/'volatile'/'generally unstable' of 'uber' minerals, they may only be sampled by hand in small amounts using the survey tools. Harvestors could be gated to mid level elements with the low end/ beginning materials would be accessible by all types of equipment right up to the the highest level installations.
Risk
Organic and Inorganic Materials that have been unsuccessfully Researched, in the lab cannot be used. Failed Research of any kind results in all materials in the Research Equipment Hopper being compromised. In severe cases found in failures on high complexity resources, failure might involve damage to the Equipment being used and bodily harm to the Scientist themselves.
Both in terms of individual/group missions, and Player to Player interaction, the Potential is limitless to what kind of things you could do with this Science Profession. To have Science as a stand alone starting profession just makes logical sense for SWG. Its a crucial element that has been missing since birth. If SWG is about immersion into a universe where game and role-playing climax in an MMO environment, then I think you'd be hardpressed to not see the value and possibilities that the Science profession offers.
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MSNEncarta wrote:
1.Artisan, person skilled at manually crafting decorative or utilitarian objects.
2.Science, the systematic study of anything that can be examined, tested, and verified. The word science is derived from the Latin word scire, meaning “to know.” From its early beginnings, science has developed into one of the greatest and most influential fields of endeavor. Today different branches of science investigate almost everything that can be observed or detected, and science as a whole shapes the way we understand the universe, our planet, ourselves, and other living things. ____________________________________________________________________________________________________