Artisan Archive
Thread: Miner Profession W/weapon and armor Post CU
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GrandPop
Tue Apr 19, 2005 10:01 am
#1
My opinion here would be to bring back the miner profession...
Here is how it should be;
Tree 1) Allow increased harvester sizeup to 20 at master with a 250K hopper(you gain exp from having harvesters running, like merchants with venders)
Tree 2) Decrease matinence and power usage up to 25% at masterallowing a larger non stacking bonus over merchant. (you gain exp from having harvesters running, like merchants with venders)
Tree 3) Increase surveying range to 500 meters at master. Allow sample driods to return an email with resource value of a specific resource. So, makes a 1 - 2 punch. Send out a survey driod to find what planet it is on. second, send a sample driod to return resource proporties. (this will help the DE's also)(you gain exp from surveying)
Tree 4) Gain miner Armor cert. High kinetic resistance. Gain Pistol cert and allow this to give us a combat rating VS Mobs. Gain general defences. (exp gained from pistol use)
I have spent alot of time going over this. I think it is fair, increased the use of our friends the arcitect for super harvesters, the droid engineer for the droids, armorsmith for our miner armor, weaponsmith for the miner SIX SHOOTER =P, BE for the healing stims I know we will need, and the Chef for the foods I know we will use to reduce damage.
It will also make it cheaper to harvest resources due to volume, and make a viable way for the normal crafter to just craft. Instead of being forced to pay 10CPU for high quality resources.
This also should give us more ham for being a combatant, reduce damage for being a ranked combantant, and still not make not overpowered where we can tank anything over say a level 18? Allowing us to work in starter planets, and give us a chance on advanced to at least escape.
What do you all think?
Message Edited by GrandPop on 04-19-2005 10:03 AM
Message Edited by GrandPop on 04-19-2005 10:05 AM
faarsider
Tue Apr 19, 2005 11:09 am
#2
nicely thought out proposal but sadly after near on 2 years if they didn't bring it back by now I have doubts they will listen
I only see a couple of issues with it in practice would this be for combining with current crafting professions if so many crafters are like myself using all my skill points on crafting archi/shippy/artisan & a little merchant so i would not have room for this in my template
so i could see this becoming the alt profession or even worse the profession of the lot swappers(ie like merchant they level whilst they are not playing)
what we would get is the same resources being sold at 10cpu etc but the cross-server lotswap exploiters gaining even higher profit margins
not trying to blow you out of the water i always think any new idea/concept is great for the community just playing devils advocate
GanymedePharuu
Tue Apr 19, 2005 1:51 pm
#3
yeah people will still swap if they want to. 
heck i swapped a bunch. but most of the generators for my power company were from same-server employees.
but if they made it so that non-miners could only place personal harvesters, then i think that's what would really decrease the number of lot swaps (at least for harvesters). because no one would want to take the time to level up a character to master Miner on a server that isn't their's just so they can do a lot swap. the added lots would just seal the deal.
but i agree adding lots might cause coding problems, so a super-powered, high-capacity harvester certified at master Miner would be a great alternative!
heck i swapped a bunch. but most of the generators for my power company were from same-server employees.
but if they made it so that non-miners could only place personal harvesters, then i think that's what would really decrease the number of lot swaps (at least for harvesters). because no one would want to take the time to level up a character to master Miner on a server that isn't their's just so they can do a lot swap. the added lots would just seal the deal.
but i agree adding lots might cause coding problems, so a super-powered, high-capacity harvester certified at master Miner would be a great alternative!
Mott_Kruger
Tue Apr 19, 2005 3:12 pm
#4
faarsider wrote:
nicely thought out proposal but sadly after near on 2 years if they didn't bring it back by now I have doubts they will listen
Well they did bring mining back, in a way.... You just have to pay $ 24.99 for the Expansion and you can mine in space 
faarsider
Tue Apr 19, 2005 6:22 pm
#5
lol true very true if sony has a way to make us pay for an old idea they sure do it
GanymedePharuu
Wed Apr 20, 2005 12:28 am
#6
this is a great idea!
Miners should get certifications to place more powerful and larger capacity havesters, i've posted similar ideas to this in the past. and to add a special armor type and weapon type would solve the problem of non-combatants going to check their harvesters. but the best solution would be to make the Miner profession something that could stand on it's own. so you wouldn't see too many crafters worrying about checking their harvs.
instead they would buy their resources from Miners, or Merchants would buy from Miners and sell to crafters.
it would create some much needed inter-dependency and depth to the non-combat, non-entertainer side of the game.
i know many players have already become bulk resource sellers. one of my own characters owns a large power company. but the market for power and other resources is unstable because any crafter can decide to harvest their own resources.
that makes for a less immersive and less inter-dependent community.
it's almost like if they made combatants able to craft their own weapons and armor. (my resoning behind this statement is this: crafters aquire and use resources to perform their role in the game. combatants aquire and use weapons and armor to perform their roles. if combatants need to get the items they use from crafters, then crafters should get the items they use from Miners, who in turn would get their items from other crafters like DEs, Architects, Weapon and Armor smiths, ect)
to make that level of inter-dependency a reality i would actually like to see the large harvesters have a certification level so that only Miners were able to use them.
and non-Miners could only use the personal harvesters. that would ensure more inter
but some additions which might make the profession worthwhile to take up on its own, rather than as a secondary prof to crafting would be:
- make a line in the Miner profession which adds special harvester lots. these lots would only be able to be used by placing harvesters. at Master Miner a player could have maybe 10 of these harvester lots, so that they're able to place up to 20 harvesters on their own. this would probably reduce the amount of lot swappers.
- make large harvesters have a certification level so that non-miners could only use personal harvesters.
these last two changes would help the lot swapping situation as there would be dedicated Miners who wouldn't need the extra lots from swapping, and also wouldn't benefit the swapper unless the player they're swapping with were to grind up to at lease novice Miner.
- create a true survey droid. instead of a sample droid which would bring back the stats of the resource, have DEs be able to craft a droid that would go out and survey the planets for you! this should have a certification at Master Miner and the droids shouldn't be cheap to make. also there should be a large turn-around time to get the results back (maybe 12 or 24 hours). this would prevent people from using the droid too often. they would weigh the cost and time of using a droid against the instant feedback from surveying themselves.
- make a line of surveying skills in Miner which would increase the surveying radius. i agree with GrandPop that the survey radius at Master Miner should be 500m.
another great profession which could be added to the game would be "Freighter". they would be the people who move bulk items like resources and crates around in the game. this could compliment the Miner profession nicely.
i and many other players have made some suggestions on how to revamp vehicles and make use of binary load lifter droids which would go along nicely with a Freighter profession.
basically Freighters would be certified for new large capacity cargo-carrying vehicles. and they would use binary load lifters to move the cargo from vehicle to it's destination. see mine, and others' ideas for a vehicle revamp for more info.
the addition of Miner and Freighter would add a whole new layer of non-combat oriented play to the game! and it would make it more immersive and inter-dependent as well.
Miners should get certifications to place more powerful and larger capacity havesters, i've posted similar ideas to this in the past. and to add a special armor type and weapon type would solve the problem of non-combatants going to check their harvesters. but the best solution would be to make the Miner profession something that could stand on it's own. so you wouldn't see too many crafters worrying about checking their harvs.
instead they would buy their resources from Miners, or Merchants would buy from Miners and sell to crafters.
it would create some much needed inter-dependency and depth to the non-combat, non-entertainer side of the game.
i know many players have already become bulk resource sellers. one of my own characters owns a large power company. but the market for power and other resources is unstable because any crafter can decide to harvest their own resources.
that makes for a less immersive and less inter-dependent community.
it's almost like if they made combatants able to craft their own weapons and armor. (my resoning behind this statement is this: crafters aquire and use resources to perform their role in the game. combatants aquire and use weapons and armor to perform their roles. if combatants need to get the items they use from crafters, then crafters should get the items they use from Miners, who in turn would get their items from other crafters like DEs, Architects, Weapon and Armor smiths, ect)
to make that level of inter-dependency a reality i would actually like to see the large harvesters have a certification level so that only Miners were able to use them.
and non-Miners could only use the personal harvesters. that would ensure more inter
but some additions which might make the profession worthwhile to take up on its own, rather than as a secondary prof to crafting would be:
- make a line in the Miner profession which adds special harvester lots. these lots would only be able to be used by placing harvesters. at Master Miner a player could have maybe 10 of these harvester lots, so that they're able to place up to 20 harvesters on their own. this would probably reduce the amount of lot swappers.
- make large harvesters have a certification level so that non-miners could only use personal harvesters.
these last two changes would help the lot swapping situation as there would be dedicated Miners who wouldn't need the extra lots from swapping, and also wouldn't benefit the swapper unless the player they're swapping with were to grind up to at lease novice Miner.
- create a true survey droid. instead of a sample droid which would bring back the stats of the resource, have DEs be able to craft a droid that would go out and survey the planets for you! this should have a certification at Master Miner and the droids shouldn't be cheap to make. also there should be a large turn-around time to get the results back (maybe 12 or 24 hours). this would prevent people from using the droid too often. they would weigh the cost and time of using a droid against the instant feedback from surveying themselves.
- make a line of surveying skills in Miner which would increase the surveying radius. i agree with GrandPop that the survey radius at Master Miner should be 500m.
another great profession which could be added to the game would be "Freighter". they would be the people who move bulk items like resources and crates around in the game. this could compliment the Miner profession nicely.
i and many other players have made some suggestions on how to revamp vehicles and make use of binary load lifter droids which would go along nicely with a Freighter profession.
basically Freighters would be certified for new large capacity cargo-carrying vehicles. and they would use binary load lifters to move the cargo from vehicle to it's destination. see mine, and others' ideas for a vehicle revamp for more info.
the addition of Miner and Freighter would add a whole new layer of non-combat oriented play to the game! and it would make it more immersive and inter-dependent as well.
GrandPop
Wed Apr 20, 2005 12:42 am
#7
I played with the idea of more lots, but that would require some serious coding. Besides, witha rate 20 or 26, is the same as placing 20 rate 10 medium or rate 13 heavies. I figured the devs would like an easy life.
I also agree this would discurage lot swapping because of the volume you could pull. Lets be serious, people that want to exploit or swap will always do so. Nothing we can do to stop them.
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