Shipwright Archive

Thread: Flagrant attempt to promote healthy discussion: The Miner...

GogoDodo
Mon Nov 15, 2004 8:22 am
#40

Same boat. When i started getting into the whole SWG game, i wanted to be a miner. And even after they took it out i still became one. I'm a Master SW and Master Arch and do 90% of all my own mining. A miner profession has emerged on its own, and all it really is is people who dedicate the time to feed and retrieve resources and have rented lots and seek out the good resources.


That said, if the miner profession would make a come back i'd like to see:


More lots as one progresses up the profession

Maintence/Power cost reductions

better survey tools (a global survey tool or a tool that lists the % of all resources in the area)

Easier/better placement options for harvestors (all terrain module)

The ability to combine smaller stacks of resources and get a new resource (like making an alloy or refining)

BER boosting ability

Some unique skills that make people say 'dude, you need a miner to do that'




Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
Niacia
Mon Nov 15, 2004 8:42 am
#41



Happymob wrote:


Niacia wrote:

Right now, no building has atributes that depend on the player placing it or depend on the player using it. (At least no building I am aware of).

Not quite true. While no buildings have property changes based on who places the building, there are property changes based on the skill of the player paying maintenance. Specifically, the merchant reduction in maintenance costs is applied when maintenance is added to any structure (including those that the merchant merely has admin to).

I agree though that new higher BER harvester types specifically certed for miners would be an easier way to go (and give architects new product as well).





Point taken.
Probably a bonus to BER could be applied this way. One question, does this bonus apply, when somebody else pays the maintainance to a merchants structure?
If not, this is probably a skill that modifies not the structure but the interaction of the player and the structure.

In this way, a miner could work. However, this should probably work only for structures placed by the miner, not structures where the miner is on the admin list. Otherwise, this would be way to powerfull for static harvesters. I do not want to see any increase to x-server lot trades.

And the question, whether it would be possible to add lots without too much hassle, without knowing the implementation, this question simply cannot be answered.

Regards

Niacia
rols_cerentz
Mon Nov 15, 2004 8:47 am
#42



Niacia wrote:


Happymob wrote:


Niacia wrote:

Right now, no building has atributes that depend on the player placing it or depend on the player using it. (At least no building I am aware of).

Not quite true. While no buildings have property changes based on who places the building, there are property changes based on the skill of the player paying maintenance. Specifically, the merchant reduction in maintenance costs is applied when maintenance is added to any structure (including those that the merchant merely has admin to).

I agree though that new higher BER harvester types specifically certed for miners would be an easier way to go (and give architects new product as well).





Point taken.
Probably a bonus to BER could be applied this way. One question, does this bonus apply, when somebody else pays the maintainance to a merchants structure?
If not, this is probably a skill that modifies not the structure but the interaction of the player and the structure.

In this way, a miner could work. However, this should probably work only for structures placed by the miner, not structures where the miner is on the admin list. Otherwise, this would be way to powerfull for static harvesters. I do not want to see any increase to x-server lot trades.

And the question, whether it would be possible to add lots without too much hassle, without knowing the implementation, this question simply cannot be answered.

Regards

Niacia




The modification in maintenance costs ONLY applies to structures placed by the merchant him/herself. It doesn't apply to structures that a merchant has admin rights to. The same should apply to the Miner profession as well, only harvesters placed by the miner should have that 'Miner BER Bonus' applied to them.



--
Check out my NGE Interface Guide here and learn some ins and outs of the NGE Interface.

(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Rols Cerentz
New Republic Order - Lowca
____________________________________________________
Kharn_JB
Mon Nov 15, 2004 9:14 am
#43






rols_cerentz wrote:
The modification in maintenance costs ONLY applies to structures placed by the merchant him/herself. It doesn't apply to structures that a merchant has admin rights to. The same should apply to the Miner profession as well, only harvesters placed by the miner should have that 'Miner BER Bonus' applied to them.





Incorrect actually. The 20% cost reduction applies to any structure the merchant with the bonus is admined to. However, to apply the bonus they have to pay at least 1c in maintenence to turn it on. If someone without the bonus pays maintenence, it takes off the bonus because that person does not have it. So all you really have to do is pay up a structure for say 100 days, then have a friend who has merchant efficientcy 4 drop 1c in and poof you have 120 days paid.
rols_cerentz
Mon Nov 15, 2004 9:17 am
#44



Kharn_JB wrote:


rols_cerentz wrote:
The modification in maintenance costs ONLY applies to structures placed by the merchant him/herself. It doesn't apply to structures that a merchant has admin rights to. The same should apply to the Miner profession as well, only harvesters placed by the miner should have that 'Miner BER Bonus' applied to them.


Incorrect actually. The 20% cost reduction applies to any structure the merchant with the bonus is admined to. However, to apply the bonus they have to pay at least 1c in maintenence to turn it on. If someone without the bonus pays maintenence, it takes off the bonus because that person does not have it. So all you really have to do is pay up a structure for say 100 days, then have a friend who has merchant efficientcy 4 drop 1c in and poof you have 120 days paid.





Interesting. I hadn't been paying attention to that. I have just been dumping in credits on the harvesters I have admin rights to without checking the status on them all that often. I will take a look at that tonight. Thanks for the heads up.



--
Check out my NGE Interface Guide here and learn some ins and outs of the NGE Interface.

(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Rols Cerentz
New Republic Order - Lowca
____________________________________________________
Chewato
Wed Nov 17, 2004 3:04 pm
#45






rexan wrote:





Niacia wrote:
A miner profession could add depth to the game. But there should be somewhat more gameplay involved then what you can do with the survey tree of artisan.

I like the idea of blending resources. There could be some kind of experimentation involved.

Nevertheless, this may not lead to uber resources. My suggestion:

Blending Ditanium Steel with Ditanium steel gives a new ditanium steel.

Blending Ditanium Steel with Duranium Steel gives unknown Steel.

Blending Steel with Iron gives a unknown ferrous metal.

Blending Steel with Copper gives an unknow metal.

Blending Steel with Gas would not be possible.

This would ensure, that nobody can blend iron and copper to get weapons that are a lot stronger then today, because the resulting metal could only be used in low level schematics taking metal.

Niacia




I shudder at the thought of this.


There are already far too many resources in the game. And we get hit with over 50 new ones each week. I shudder to think what could happen if we start to throw player crafted resources into the works as well.









Actually no reason to shudder. Treat it as any other crafted item. Do not give it a name, give it a serial number and limit the amount that can be done at one time. One method would be to create a new structure (named refinery perhaps :biggrin that takes schematics consisting of different materials. There should be a cost assosciated with the materials and the devs have already provided a system to do this. It is call re-egineeering in the shipwright profession. The best stat of each material would be used in the composite. This even works in the case of materials not have certain stats since the materials that had the stat would provide the value. Now the kicker would be the cost to do this. Depending on the level of the miner it could be up to 100k of material (20 at each level would make sense) and the level might even control how close to optimal the refining process is (average the materials at novice, average +20% of 'delta' per level above that giving use the best stat at master).

Tills
Wed Nov 17, 2004 4:38 pm
#46

I am a miner in addition to a SW. Riddle me this all those that complain about the high price of resources now. Can you imagine how much it would cost for a miner to "customize" your resources and sell them back to you? There are complaints now about 5 CPU steel on Bria...i'd hate to see the bitchfest about blended resources
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