Shipwright Archive
Thread: Flagrant attempt to promote healthy discussion: The Miner...
Page 1 of 4
Acrod_Novys
Thu Nov 11, 2004 2:15 pm
#1
Hmmm, SOE might like it. Everyone would still want vertical integration, so they'd need another alt to get it. That being said, the idea is not without merit... but as aBE I will tell you that every crafter in this game hates buying supplies from other crafters, so the pure miner would be faced with the same problem as the pure BE--a large amount of his or her customer base would just get an alt to handle the issue.
CapnKate
Thu Nov 11, 2004 2:32 pm
#2
Acrod_Novys wrote:Hmmm, SOE might like it. Everyone would still want vertical integration, so they'd need another alt to get it. That being said, the idea is not without merit... but as a BE I will tell you that every crafter in this game hates buying supplies from other crafters, so the pure miner would be faced with the same problem as the pure BE--a large amount of his or her customer base would just get an alt to handle the issue.
Not true. I actually really despise harvesting, as do many others. I'll throw gobs of money at anyone selling resources for a reasonable price (Which, lately, I'll take anything at or below 5 cpu). Considering the cost per unit of harvesting is something like .3 cpu... I'd naturally expect a reasonable price to be quite low, but hthe fact remains, I prefer to find resource suppliers.
Slochini
Thu Nov 11, 2004 2:43 pm
#3
First impression...good idea. I need to ponder the implications more but I like it.
Torael
Thu Nov 11, 2004 2:45 pm
#4
I'm already a miner. And a shipwright. And a weaponsmith. I started making my money selling fusion, so I'm just fine with handling harvesters and all that. With shipwright, mostly I've been concerned with providing resources for myself, but I'm able to make a tidy profit selling to OTHER shipwrights as well, since I typically pull up far more resources than I need.
Still...I'd only consider dropping one of my other professions to go into a real Miner profession if there was some lot bonus. I rent several dozen lots per week from guildmates and there are times when that's still not enough, simply because there's either too much that I have to cover in shift, or because I need to get too much of it.
Little-Green-Guy
Thu Nov 11, 2004 2:46 pm
#5
There is an "undocumented" miner proffession. it's members far outnumber every crafter on every server. you just have to know where to find them.
BadKarma777
Thu Nov 11, 2004 2:54 pm
#6
Little-Green-Guy wrote:
There is an "undocumented" miner proffession. it's members far outnumber every crafter on every server. you just have to know where to find them.
Precisely.
There's already a player base that has dedicated a signifiacnt amount of time and resources in order to make this viable. All this would do essentially would be to add the game mechanics to actually reward that expenditure - i.e. increased returns and, let's not forget, visibility to the broader community.
Additionally, it might attract new players to the field. I know I used to mine on Sunrunner. All I sold were resources, and to be quite frank, I could never keep up. =\ Pips like the ones I suggested would have been a real help to me as well as my customers.
Message Edited by BadKarma777 on 11-11-2004 03:55 PM
Golrok
Thu Nov 11, 2004 3:39 pm
#7
I like the mining idea but I was hoping to read something about asteroids in there now that we have them in JTL. When I'm bored or want to craft I will land my yaught on a big one. It would be really cool I think to have a reason to land like that, like say to get out and survey the asteroid, to mine the asteroids somehow. I hope they would consider something like that someday.
Minjaru
Thu Nov 11, 2004 3:46 pm
#8
I didn't read the whole post but I get the gist of what you are asking and promoting is the return of the Miner profession. This profession was in beta at one time in which I did have time to play it. It was welcomed by many as a good addition to the game but just needed some tweeking and some good additions to it for people. I remember when they removed it saying that it was not fun enough and didn't add much to the game.
Well people liked it and played it. There are many other professions in the game right now that I could call not fun and don't add much to the game but they are in the game. Let's take Merchant for example. Other then promoting a player based economy what does merchant really add to the game? How fun really is it to be a merchant?
I would love to see Miner come back to the game with one major addition added to it that was not in the beta edition of the profession. As a person progresses in the miner profession allow them to increase their lot amounts. A person who is a master miner should have the ability to manage entire mining operations. Not just the few that he/she is only allowed to have.....but then again lots is for another topic discussion.
Deadtech
Thu Nov 11, 2004 4:13 pm
#9
I bet we'd see more master miners than we would see master rangers.
SdDarktide
Thu Nov 11, 2004 4:32 pm
#10
I had an idea of incorporating DE's into a new mining change a while back. What really gets me is surveying numerous planets for one resource, finding a high enough spot, then placing and managing all the harvesters. Just this morning it took me an hour and a half to do this for a new resource that just spawned. So my idea.....
Remove surveying - Replaced with, a new survey droid skill. Keep interplanetary survey droids the way they work currently, but also add a new mining droid. This droid will search for a % location for whichever resource you tell it too. The % spot it finds will be dependant on your skill, can also tie this to droid lvl as well.
Remove real world harvesters - Once the mining droid has found the spot, rather than place the harvesters manually, load the droid up with the deeds, lvl of droid will control how many it can hold, then set it to 'go'. All maintenance will be doen via a control panel when you call the droid.
The droid miner skill can just fully replace the current survey tree in artisan, theres no need for a new career, the higher you go, the better you are at controlling the droids and finding higher % spots and also allows you to contol more droids, with the cap being at master artisan.
I cant really see that it would be that difficult to implement?
rexan
Thu Nov 11, 2004 5:13 pm
#11
Miner
Farmer
Industrialist
Were all professions which were droped form the game. Can you imagine an entire profession just to harvesting organic materials? Or needing a seperate character class to run factory schematics?
Personally, I think it was a very good design decision to roll all these classes into Artisian and the crafting professions.
And once the initial influx of ships are supplies, you will see resource vendors stock levels come back to normal levels.
DaMidge
Thu Nov 11, 2004 8:05 pm
#12
I would like to see refining as a tree of miner or a scattered skill. This gives the ability to increase the stats of a given resource once extracted. Say atnovice it takes 10% of the total resource extracted to increase the stats 1-2% in a number of random fields. At master it takes 5% of the total resources extracted to increase some or all (if some possibly player selected stats) upto 5 or 10%. That could make resource sellers highly sort after especially masters. who wouldnt want that special copper with 10-100 points more conductivity etc?
Bryan1138
Thu Nov 11, 2004 11:17 pm
#13
I remember the miner and the discussion that went with it. I and many othersproposed back then that the miner be able to mix different similar class raw materials and make a new material that averaged the stats in some manner. Sounds a bit like the way RE started in the JTL beta for SWs.
So, now the Devs have written an important piece of code to help the miner courtesy of JTL. It can be discussed about how this material blending mightwork and how much you could do at once, but this would really add something as a profession. Blending could work as RE does now (take thebest stats and combine them with a boost)or use the old RE code and average the stats and then give them a boost. The former could lead to an undesired number of near perfect stats, but the latter could take two spawnsthat are nearly unusable because of a bad stat and a great statand make them just a bit better as far as their overall effect in crafting. This would be especially true of the rare spawns needed for high end items and the special additives needed in ship parts.
Add in: reduced slot numbers for high end mining equipment for going up a tree, and reduced fees on mining equipment up another treewith the material blending and you have the makings of a good profession. Reduce the Artisanmaterial scanningto 50% and add that 50% to miner and you have your fourth tree. All by altering code already in existence. You could put miner off the mining branch of Artisan (naturally) which currently has no profession attached to it.
There are a few specialists that do a lot of mining on each server now. This would give them a real profession and the possibility of blending material could open new gameplay for those so inclined, maybe giving the current unofficial miner profession a boost with new blood and new materials to sell to crafters. Also, someone dedicated to the mining professioncould do more with their 10 lots by using the mining profession to add more harvestors than someone who contracts other folks' lots.
Page 1 of 4