Artisan Archive

Thread: I would like to see a miner adv class that could locate rare resources and purify resources

saber1
Fri Apr 23, 2004 10:14 am
#1

this would go hand in hand with astroid mining

it would be great if miners could purify resources or merge resources into a common class type such as iron

it would also be interesting if this process alowed for the creation of a few hybred resources such as steel mixed with fiberplact makes an armor mixture or copper mixed with petrochemical makes an anti radiation material or gems mixed with a polymer makes a clear armor used in windows and reastion view ports

miners could be able to operate special mining equipment
owako
Fri Apr 23, 2004 9:13 pm
#2

Been posted many times before. I want bug fixes before more new broken crap.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
Banzai51
Sat Apr 24, 2004 9:52 am
#3

Yay. Another useless profession to waste skill points on.Further separating the combat and artisan classes and strengthing the cartels.



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Gone, daddy gone. Accounts are gone.
Ganger
Sat Apr 24, 2004 10:22 am
#4

It would be great to have a miner profession in the game were only the miner could get certain resouces e.g Gold, some high class metals etc and mine them (noone else). But I don't know about mixing resouces.


Is it me or do the combat classes moan about crafters all the time Don't forget crafters make everything in the game for you fighters.
Neylana
Sat Apr 24, 2004 3:03 pm
#5






Hehe, been a long time since I posted on these forums at all but here goes


Been reading the the boards trying to get a grip on some of the changes that have happened in SWG since I left so I have seen that this idea has been tossed out and around a lot but I thought I would give my thoughts on the idea of a miner profession.


First harvesters


The Miner profession should be the only person using heavy harvesters this is a massive piece of equipment and only those dedicated to mining should be able to use them. The personal harvester’s leave as is, let everyone use them, maybe even add in a new droid that anyone can use to survey. The medium Harvester should then be moved to survey 4 so that only artisan can use them. Now to help alleviate the market drop on architects I propose adding a whole line of schematics geared for the miner "mines"


Miner mines


These would be massive almost city size mining operations, in fact use the city model for the way to make it work. One person can start a mine then others can join in a partnership with them to make the mine bigger. This mine wouldn’t take up any land units, houses couldn’t be placed and neither could any of the other harvesters or factories. The only things in the mine area are mining related items. The mine would need to be less subject to resource shifts than other types of harvesting since its basically a big hole in the ground A mine should be viable for 3 or 4 real life months but once a particular resource has be stripped its gone. IE let’s say your mine has a high concentration of a HQ steel. Once you mine it all out its gone and wont be replaced (ill get to the rest of that thought in a moment) The one thing that will set mines apart from other types of harvesting is they will be able to be placed on more remote worlds (endor, Dath) and with the coming expansion on asteroids and planetoid. The mines would also have to have refining capabilities, you cant jerk massive quantities of resources out then make them go right to the market. The raw ore would need to be refined into what it is supposed to be. Now what do we do about mines and decay? First since a mine is a more or less permanent undertaking a big portion of the equipment will not be able to be redeeded. I would say about half the equipment used in making a mine is lost when you deplete the mine of resources. Now the items left are there for a reason they become the block to restarting a mine in that area again until the devs feel enough time has passed to have the planet refresh. On reading though this another idea occurred to me the mine could pull out raw materials then be "refined" into the current resource shift. The higher the quality of the resource you have in mind for refining the more raw ore it will take to get it, this keeps things in check. If you have 4 types of steel during this resource shift and one is a super grade steel while 2 medium and one junk. The junk one would be refined as a 1 to 1 the mediums maybe 2 to 1 or 3 to 1 and the super 5-10 to 1. Droids should also play a major role in mining operation (I know, I know DE's just got a major boost but they really should play a vital role in mining)


Getting to Miner


This one might raise some arguments but I feel it is a needed for the miner profession to work and not be overpowered when mixed with other crafter professions. First Master Artisan is required to open miner, along with Explore 4 and Survival 4 from the scout tree. The explore and survival fit into the concept of a miner since you are going out in the middle of nowhere trying to locate the best possible areas to open a mine. Now that explains the RP side of scout, the mechanic side is simple. With those requirements it will take 246 points to master miner and another advanced crafting profession. To just have it take survey 4 would, IMO, be unbalancing since you would have 67 points to put into other crafting professions.


All in all a miner could be a welcome addition to the game. There are many many things you could do with a mine, it could be a sort of base for other adventures, the mine could be vulnerable to attacks so miners would need to "hire guards". I just feel there are way to many positive things a miner could add to the game to have it forgotten


Message Edited by Neylana on 04-24-2004 07:11 PM

Message Edited by Neylana on 04-24-2004 07:12 PM

Banzai51
Mon Apr 26, 2004 3:07 pm
#6

With all the complaining about the cost of resources, I don't see why any crafter in their right mind wants to see a RESTRICTION in the supply of resources. We should be encouraging as many as possible to become miners and flood the market.



======================
Gone, daddy gone. Accounts are gone.
Sadlateen
Tue Apr 27, 2004 9:23 am
#7

the only people that would consider it a "restriction" are the power gamers that want to be able to do it all solo and do not want to see a good RP player driven economy with alot of diff places for players to be invalved.


the simple crafter / buyer supply chain is so mindlessly boring and way over done in MMOs of the past that thay should strive to go back to there goals of a rich player driven economy with resorces harvesters, component deeigners ( yes we need schematic revocation back ) , finnished item desighners, mass producers ( Industrialest for using factories), and merchents to sell the items. A real supply chain where the challange of finding supplyers and buyers and forming busness relationships. somthing more then the mindless grind we have now.


Then again what am I saying god forbid there be any sort of fun or chalange in a noncomabat profession in a game.


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