Author Topic: My idea of mining and some more.  (Read 568 times)

phervers

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My idea of mining and some more.
« on: January 20, 2005, 02:22:36 pm »
Ok so first i want to say that the way it works now is completely boring/unrealistic. Here\'s my idea on how to make it interesting addition to gameworld.
This is just a draft, i can work on more details, if the idea is liked and accepted.

I. how would a guild get a mine ?

There are 2 ways  of doing that:

1. Building new mine
a) Finding deposit
b) Building mine
 
2. Taking over control of mine from other guild (either by peaceful or war means)
a) Buying mine
b) Taking over mine
- Declare war , this will set the attack date for example +2 days from now. Notify defenders that there is going to be a war.
- Take over , attackers will have to take over mine in 2 hours.
- Keep control , for some amount of real time so that owners have chance to defend.

II. Administration

1. Mine Administrator
Person will be selected by guild leader, administrator will be responsible for mine. Might get a salary which can be either based on income or flat.

2. Administration aspects
- Setting sale prices
- Setting worker wages
- Hiring guards for mine defence (only when war is not declared, it will prevent hiring guards after someone declares war and firing them during peace)
- Expanding mine (*) will increase worker capacity
- Upgrading mine (*) will increase efficiency (amount of metal extracted from ore).

III Mine workers

1. Mine worker capacity
The mine will have limited capacity of workers depending on its size.

2. NPC workers
In general mine workers will be npc\'s, the higher the wages the more npc\'s will be attracted to work in mine.

3. Player workers
Any player having appropriate skill in mining can work and earn. If mine capacity is at full player workers will automatically replace npc\'s. During work player will get some experience. In game it will be something similiar to what is going on now: Player will have to mine ore, this wil be semi-automatic, but will require some attention. What i imagine is player will issue mine command, and he will mine until ore vein depletes, then player will have to find other ore vein to mine. Veins will respawn after some amount of time. This might be a bit boring and repetitive, but who said mining is fun ? Mining is hard work you do to earn some money.When player cannot carry any more ore he will have to go up to surface and unload ore, where he will get payment. Players should not be let out by guards when having ore in inventory (it\'s kinda hard to sneak carrying a heavy bag of ore isnt it ?). Also there might be a chance of random monsters appearing in mine (large spider, cave goblin, etc.).

IV Mine types

Ok who have seen a mine, where they mine coal, iron, gold, silver and all the other metals ?? That is simply not the case. Every mine will yeld one type of metal. Each ore type will have different difficulty to mine it. We should have all the popular earthly metals + some magical ones. There will be also gems. It might be sensible to have 2 or even 3 types of gems in one mine, but it would complicate things  a little bit.

V Deposits

1. Finding a deposit. Deposits might be found using magical means, or by som mining specialists.

2. Deposits may vary in size and quality. Size means how much of ore can be mined before mine depletes, quality means how much pure metal will ore contains.

3. New deposits must appear somehow around the gameworld, either by automaticall respawn, or set by administrators.

VI Building mine

Building a mine over existing deposit wil require a large sum of money, and some time. It should be automated process done entirely by npcs

VII Selling mine products

1. selling the metal and gems to npc\'s, some amount of products will have to be sold to npc\'s, i would prefer completely player driven economy, but it may be impossinble during early days, so it needs some npcs

2. Selling to players, player can come to mine selling depot and buy some metal for his tradeskilling needs.

VIII Tradeskills

Players buy metals, gems to make something of them. It can be simply dagger, or some enchanted heavy plate armor. All this should be included in tradeskilling. This might be the hardest part to code. What i would suggest is making a flexible system which allows to craft almost anything based on what modifier some modifications give (for example Iron sword of swift, sword made of iron and imbued with swift spell), but also add a decent amount of unique named items which can be crafted using special components (for example Dragon scale armor). One thing is that recipes should be somehow kept hidden from players, i know it\'s open source, but it might spoil the fun knowing all the recipes before. They might be released by some quests, or finding old notes.

IX Player driven economy

Thats the most interesting economy model one can think of, what would it require to have player driven shops. I would make this guild based again, these might be one of reasons to build castles. When a player is in a guild which has castle, he/she can buy a shop and sell items crafted/found by the player. Shops should be taxed and taxes will go to guild bank. When the economy will start to expand NPC driven shops should be slowly removed, leaving only those selling really basic supplies, though those can be removed either if those supplies can be crafted by players.

Thats my idea of mining and overall economy system. I tried to make it simple and interesting at the same time. It might take some simplifications, but it\'s more or less what i\'d like to see. Waiting on your comments :)

Throrin

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« Reply #1 on: January 20, 2005, 03:12:38 pm »
HOLY COW!  I have to say, that is one of the better mining systems that I\'ve heard of yet. Just one suggestion, though, it might be nice if instead of being payed in trias you could be payed in ores, crystals, etc, so instead of having to buy materials for crafting back from the mine, you could just have your materials as soon as you step out.  Just a suggestion.

Azuros

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« Reply #2 on: January 21, 2005, 12:19:51 am »
humm... some good ideas there, but it would make mining maybe too much powerfull... why engaging NPC defenders? what if you would have to assure your own protection: no need to buy mine; only need to control it during a certain period of time.

Mining could be powerful, but would have a cost: every one would like to take control of the mine so every guild would enter in war hehehe this would be the chaos so maybe it is not so good!

But such a system would not let a solo player to mine...

Maybe regular spot as we can actually find in PS should exist for everybody... but, maybe there should be a special skill (?Geology?) that should allow player to detect more efficience spots... I really dont know...
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Zeraph

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« Reply #3 on: January 21, 2005, 12:30:20 am »
Ok, first of all this is a repeat-thread but it is presented in a way & somewhat different then others I have seen & I do not blames you for posting it since if you search for \"mine\" or whatever you are going to come up with hundreds of posts but anyway  think this is a good idea if it was melded with some of the ideas on this thread old:
http://www.planeshift3d.com/wbboard/thread.php?threadid=5140&boardid=11&styleid=2
Be sure to check out my post in the middle of the second page, I made pictures for it...

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

phervers

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« Reply #4 on: January 21, 2005, 01:28:12 am »
Well what i dont like about the idea of public mines is that they are so unrealistic. First of all you do not mine pure metal, they need to be processed, you need some kind of furnace to do that, and tell me who places furnaces around so that anyone can use them ? I agree that it\'s possible to mine some resources by yourself (coal, some gems), and it should be possible to do so. However if mined ore needs some specialistic processing, or it\'s only accessible in deep mines you will probably need to buy it. Besides if you\'re a blacksmith, you\'re not going to waste your time on learning how to mine, but you will try to master your crafting skills. And if your ambition is to mine either to earn money or gaining mining skills, you wont need  the ore anyway. If you do and you\'re a miner you can get neccessary materials at a slight bargain.

However if you get in a possesion of some ore, it should be possible to use mine furnace for some amount of cash.  Another thing to do for mine administrator.

Besides that i had it on my mind, but it looks like i forgot to mention it. Administrator mining skill should affect mine efficiency.

Azuros: Surely everyone would want to have a mine, first of all there should be some reasonable limit of mines per guild, depending on guild significance, but i think that 3 mines should be max.  Well you know it\'s not going to be easy to take over a mine. Defenders will know about the attack before it occurs and they can prepare themselves, or at least be online when it happens. NPC defenders will add some more difficulty to that, so that attacking team will have to much stronger than original owners.

There is a similiar concept in one of other MMORPGS, and while the game is completely different (Sci-Fi setting) the system works perfectly, and there is no chaos. People are fighting but its not a frequent occasion when one guild takes over other guilds base.
« Last Edit: January 21, 2005, 01:32:35 am by phervers »

Azuros

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« Reply #5 on: January 21, 2005, 01:35:40 am »
okay :) maybe its a good idea after all :)
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