Artisan Archive

Thread: Miner Profession Concept Ideas.

DarkLordWoggo
Fri Apr 09, 2004 6:57 pm
#1

Hi I posted this in the unoffical Devolpment forum and I though because it involves artisan you should have a look at it to so here it is:


Hello all,


I remeber way way back in the "Days of Beta" that one of the great many professions you could be was a MINER, yes miner, and as this is the most well paying PC created profession why dont they make it regularly available as a full tree?

Already in artisan they have the pre-reqs set up, surveying is the most useless skill possible and what do miners do they survey for minerals, was this done for a future miner profession or did the Devs think it added to the game? Either way this tree is perfect for the pre-reqs of a miner. Now lets look at how this could be accomplished. You may say "What do we need miners for?" well an example of a skill tree could be as follows:


Mining Skills 4 III Excavation 4 IIIResource Location4 III Mining Abilities 4 III


And the other skills for these trees such as Mining Skills 3, 2 and so on.


Now at Novice Miner you could recieve skills like:

Mining Depth +10 - would add to the BER of harvesters when used only by the miner

Mining Speed +10 - faster resource harvesting only when used by the miner not others

Schematic Mining Pump- Increases harvesting of water and liquids by a minimal amount, similar to a powerup takes more maint and power

Schematic Light Crystalline Drilling Unit - same as above but for ferrous minerals and ores

Schematic Solar Power Unit- attachment that collects and uses solar power like a scaled down Solar Power harvester, energy can not be removed and maint is increased for both -this item is NOT temporary it is permanant and may be used by all


Now the Excavation Tree would add:


Mining Speed would be +10 for 1 and 2, +15 for 3, and +20 for 4


And at Excavation 2 you would recieve a Medium Mining Pump and a Medium Crystalline Drilling Unit

at 4 your would recieve Heavy versions of the Pump and Drilling Unit.


Mining Skills would add to depth with the same mods as Mining Speed


Mining Abilites would add the ability to use New Architect items such as:


AtAbilites 1:

Light Mining Platform- Has 1 personal mineral harv, 1 chemical, 1 wind, and 1 water vapor -takes up to lots and the items must be added to the product during construction.


At Abilities 2:

Medium Mining Platform- same as above with medium units, except for the windharv substituable with a Solar harv and 1 extra slot for another


At Abilites 4:

Heavy Mining Platform - same as above but with heavy harvs, and 2 more open slots for harvs.


And Resource Location would add the other +20 to Speed and Depth


Master Miner would get:


Dual Mining Platform

Same as heavy with 2 of each and 2 open slots.


+10 to speed and depth for 110+ to both



Xp


Xp would be recievedas.25 all resources gatheredand extra for concentrations.Abilites would have Mining xp which similar to combat with a .5 mod to all Resource Xp. So if you mine 1000 units of x resource you would recieve 250 resource xp and 125 mining xp.


If anyone has any ideas please post them here. Thanks, more will be added as time goes on and as I have more time.



"Trying is the first step toward failure"
- Homer Simpson
Cyluru
Fri Apr 09, 2004 9:22 pm
#2

i love the idea...when i first started to read i also got to thinking about something. why not allow miners to have extra lots for harvestors only. well to think of it, have MINER be somewhat similar to MERCHANT, the more skills in a tree maybe allows another lot for harvestor-only. currently MERCHANTS get a bonus that lowers the costs of there houses AND harvestors. (at least thats what it was when i was a master merchant back a few months ago) maybe change it so MERCHANTS get a lowered cost on vendors and housing only, while MINERS get a lowered cost for harvestors and housing (had to through that in).


then i wanted to add to ur +speed and +depth. technically the way u explained both resulted in a rise in BER. u said depth increases BER, and speed makes harvesting faster...but the BER value is units per minute (or so), so speeding it up would increase the BER as well. although i agree both should affect it, not in this way. i think speed should remain how u explained it, and depth should add to the percent deposit in that area. +10 depth adds 10% of whats not there. basically, if u have a 70% spot u could calculate this as (100%-70%)*10% = 3% increase. using same values +20 depth would be 20% so 70% becomes 76%...of course the numbers would need to be tweaked or maybe rising exponentially so that u cant make a low-average spot a 95% spot...please if ne1 has ne ideas, add on...the more the better


TheMalle
Sun Apr 11, 2004 6:30 am
#3

well, depth should increase the concentration, while speed icrease the BER.

If you have say, a max of 50 (0 novice, 10 in each box of one branch of the tree and 10 on master) on depth skill mod, they could represent a bonus in % over the surveyed value, though not going over 100%. I.e, if you have a depth mod of +10, a 90% spot would count as a 99% (90 + 0.1 x 90), if you had 50%, a 66% spot would count as 99% (66 + 0.5 x 66).



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Malle the Mon Calamari
Mos Entha Role Playing Community
http://www.mosentha.com

"Behavior is a mirror in which every one displays his image" - Johann Wolfgang von Goethe
owako
Sun Apr 11, 2004 5:00 pm
#4

Nothing personally against your idea but I would like to see the current hoard of bugs fixed before they introduce new stuff.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
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