Droid Engineer Archive
Thread: Elite Profession: Geologist
Message Edited by Jjiaah on 10-07-2004 06:55 AM
One thing jumps out at me right away:
Able to dig up up to70 units per survey when doing it by hand at master.
You're asking for trouble here. A single MG could theoretically pull up 10K+ units per hour (if I did the math right). A single MG could flood the resource market, potentially destroying the economy.
Overall though, a nice proposal. I would personally like to see some sort of "refining" as well, maybe in very small amounts, so as not to flood the market with high quality resources .
Message Edited by Jeryld on 10-07-2004 03:00 AM
Jeryld wrote:
Hmmm...to my mind, one of the glaring omissions in JTL is the lack of an Asteroid Mining type profession...personally I think any new resource collecting profession would be more interesting if it was space based, andprobably more popular too....
Cheers
Message Edited by Jeryld on 10-07-2004 03:00 AM
That would be a welcome addition, that is for certain. ![]()
Going back to the other concerns, I have omitted the unit sampling bonus and replaced it with an increased chance for success, making sampling in a very low density area easier. This negates the problem (which I had not anticipated, thank you guys) of hand-macro'ers digging up insane quantities in way too short a time. Someone digging up rocks by hand should not be able to out-do a large piece of digging machinery.
I had not heard about the range issue, though I must say I find it disheartening. Short of BER increases, or new equipment, increased sampling range is really the only thing that would do a significant boost in utility.Perhaps if something like this had enough support, the changes would be warranted and implemented. While I wouldn't anticipate it being anywhere in the near future, such changes may be on the slate already for something else or perhaps may be worked into an expansion (as the manpower is dedicated to it already).
As far as harvs on stilts, that kindof goes with what I was saying about decreased restrictions on harv placement. But at the same time, I don't see anything wrong with adding a new kind of harvester that would be required for say at the 3% and higher bonuses. Adding a certification to those specifically I don't have an objection with. I did not include certs for other harvesters as I did not want to propose taking away from anyone else, but instead to boost something new. That would give Architects something new to make, even if it is something that is very specialized and limited to 1 profession, and nobody else would lose utility. Floating harvs are something else I find facinating, especially concidering on TC2-Bria/Ahazi if you ask the blue frog for resources, one of the "power" options is Tidal Energy.......
Message Edited by Jjiaah on 10-07-2004 06:55 AM
duncje wrote:
Overall though, a nice proposal. I would personally like to see some sort of "refining" as well, maybe in very small amounts, so as not to flood the market with high quality resources .
Perhaps something along the lines of choosing a stat to boost, and it takes 10k of the resource to kick out 100 of the refined resource.
I love the idea personally, and would cheer out loud if such a thing were possible.
The only downside I really see to that is the massive amount of increased database space that would be required for such an ability. And that is a HUGE downside.
For example, say the only resource you could boost would be Desh copper, and only it's OQ. Say the OQ could only be changed by 1 point and assume that a fail does change the 10k into 100 units, but without the OQ increase. That would in effect double the amount of database space required to store information on Desh Copper... one entry for the normal resource, and 1 entry for the refined version. Now, if you allow it to to have a range of say 1-10 (not necessarily digits, but increments.. perhaps 5OQ per increment) that can in essence create up to 10x the database entries for Desh Copper alone. Now, given the number of resources in the game that could potentially be refined even at the original example of 1 increase for 1 standarized stat would *double* the required database space. Every stat you allow to be increased would exponentially increase the required space. And that is just at a single increase (pass or fail). If there is any degree of varience, that further causes increases. This has the potential to not only takeTON more hardware and programming, but also could cause a degredation in game speed and performance. This is something I don't see them doing... ever. ![]()
And it's too bad, too. That is one of the few ideas I have seen that actually got me really psyched up for a moment.
IceTigger wrote:
I noticed a potential issue. Currently, the most effective ‘geologist’ is Artisan 0044/Merchant 0400. Merchant has Reduced Maintenance fees (20% reduction) that, on paper at least, is as good or better then the proposed master geologist on a cost per unit bases. The skill investment is a lot less for similar results, making the merchant much more attractive.
Good start needs to look at the impact on other professions to make it truly unique.
If you combineMaster Geologistwith Master Merchant, you've got a killer resource gatherer/merchant. The biggest advantage to the Geologist over the current "miner" template is the ability to find available resources, quality resources, and high concentrations of themfaster than the non-geologist counterpart. When that rare once-a-year uberresource spawns, the first to know will be the Geo's, who will have first notice of a shift, check for quality / concentrations while others are discovering the shift, and get their harvs down in the best spots while others are still surveying for concentrations. I think that the ability to have that edge alone would be worth spending the skillpoints on as a profession were resources my main income.
A template I suggested in the Artisan forum was Artisan 4/-/4/4,Scout 4/1/1/4, Master Geologist, Master Merchant for those that want to run a solid business, which even gives the flexibility to run a mini-mall.
Another suggested was Artisan 4/-/3/4, Scout 4/-/-/4, Master Geologist, Brawler 4/-/-/-, Master TK. That give combat ability, and still a vendor (though the items limit on the vendor is fairly low).
Even another possibility would be Artisan 4/-/4/4, Scout 4/1/1/4, Merchant -/4/-/-, Master Geologist, Master (WS, AS, Arch, or DE).
Heck, you could even make a template involving only parts of Geologist instead of the whole tree, like just the equipment branch or the efficiency branch.
As far as the impact on other professions, they won't have any reduction in ability to start. DE's will get a boost from increased survey droid sales (which isn't that much at current), Archs will get the boost from Harv sales, Merchant mall owners can have a more concentrated efficient resource partner, WS's and AS's won't be affected much except that they may find resources they need a little more readily available. Doc's / CM's, Tailors, and Chefsmay find their resources more readily available. None of the combat / entertainer professions should see any impact. The availability of the resources would likely help drop prices a bit which would be good for the economy.
I do appreciate the input on this.
Critical thinking is important for things like this, and that is exactly what I was looking for. Thank you ![]()
Straker:
I believe you came across loud and clear on that.![]()
And I agree.This is an exerptfrom a response I made in the Artisan thread (more relating to cross-server lot swapping):