Author Topic: A thought for the mining system.  (Read 6777 times)

Saphire

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A thought for the mining system.
« on: August 10, 2003, 05:23:50 am »
Seeing as how almost every other mining system is fairly borring (click click click one billion times sitting in the same spot trying to get the same ore 20 other ppl are trying to get) and rather usual (the rock on/in the land somewhere, again, clicky clicky) and since PS is just the opposite, i think it needs a mining system that\'s just as cool as the game is!

im not sure what if anything is planned for the mining system right now, so please excuse me if there\'s something already done for it.

Basically, 80% of mining would be done in the ground, 20% on the surface; not like Run/Escape, where there are only 2/3 major underground mining areas. Why so much under ground? its the place where the majority of the minerals and metals are excavated. this leaves the other amount left over for open pit mines and rocky out-croppings and things of that nature. Now, lots of mines would not be part of the normal world, which means that you have to load in another area. this effectivly means that mines can be as small/large as could be made without interfering with other areas underground.

The metals. Ahhh the metals, the hard part of mining. What to put in? You have all your basic Copper, Tin, Iron, Coal, Gold, Silver, Mithril, Adamant, etc and any other \"special\" ores to put in ... stuff. :P  Copper + Tin = Bronze, Iron + Carbon (Coal) = Steel, fyi. Maybe some of the less touched-upon metals like Aluminum, Nickle, and Platinum.

One thing that\'s hardly touched in MMORPG\'s are Minerals. Minerals can give great strength to a metal, even if that metal is already an alloy. (read: Tungsten tipped steel bullets) Some minerals can be Zinc to prevent corrosion on iron, and make stainless steel and brass when mixed while molten with copper. Sulfer (or Sulpher, however YOU want to spell it...) to be used in fire making in cookingbecause it has a low ignition point, and thus ignites at lower temperatures. Phosphorus can be used to provide chemically generated light (glow-in-the-dark stuff has some phosphorus in it) and of course many others that could be used in quests or in everyday use. (Ran out of torches? Use light-emitting phosphorus when combined with [other mineral/metal]!)

All that is useless without having a fun way to mine the stuff out, though, so here\'s where my main idea is!

Basically, when you go into a mine you\'d normally see a bunch of rocks on the ground. Not so in my idea. The mineral patches would be everywhere; floor, walls, AND ceiling. How do you get to the ceiling? You get a builder to build you some scaffolding. :P The more you mine the more the rock face becomes deformed and small, until only a small nodual is left. Eventually the nodual would be re-grown into the full amount of the seam (pushing the players out of the way, just incase someone went AFK too close to the nodual as it was regenerating) but be un-usable until it was fully regenerated.

Leaving the mines alone for too long will result in the noduals being \"over grown\". the longer they are over grown the higher the chance that the seam could drop off \"free\" peices of ore (something like wall decay irl (in real life), where bits of wall fall off the longer it stays up) and of course being over grown they would be larger than normal; again this is where the builder can come in, he can build wooden or stone walls around a nodual to limit how large they can become. making a node small would mean less ore yeild but you get it faster (as it takes less time for it to regenerate to its size) and making a node almost to its over-grown size would mean it would give a large yeild but regenerate slowly. building walls could also let paths remain open incase there are too many over-grown nodes nearby. the walls would eventually deteriorate and fall apart  with some of the original material being recoverable after some hours with higher builder skill making them stay longer. walls can also be used to separate the iron ores from the copper ores. :)) they also give a place to put a torch (if dynamic lighting will be put in)

Some times nodes will completly \"run dry\" and die off, but another node of the same type is randomly placed in the mine where there are few other nodes nearby. this will lead players to \"Where\'s that mithril node...\" and thats where a geologist\'s hand book comes into use. you walk upto a wall, take some ore, and look into the hand book looking for the ore. now, you actually have to look in the hand book, on-screen and say \"Ok, this has to be mithril ore. its light in weight and its greyish blue in color.\" with alittle blurb at the bottom about how skilled you have to be to use it and stuff.

Skilled miners wont need the geologist\'s handbook; they\'d prolly know it all by visual referance to memory. ;) just incase you cant take out a sample (imagine trying to pull out a adamant ore at the lowest skill level! :P ) there\'d be little peices of ore sticking out of the dirt, just littleral screaming \"Minerals and metal here! Im over here!\" and \"MINE ME YOU DUMB ***!\" :D and you can do your visual confermation that way. \"Yeah, thats [metal/mineral]. That stuff aint comming out o there at my skill level.\"

Of course you can be totally oblivious and mine it anyways, but you wont know what metal it is until someone smelts it, or you\'re stuck there for 15 minutes trying to get a metal out of the rock.


OK, enough of that, four things i forgot to mention:
1- sometimes nodes of the same type will be able to clump very close together. This is good, because it means that: A) The ore will regenerate x times faster with x amount of nodes there B) you\'re gonna get alot of ore :D and C) That cluster will stay there for quite awhile.
2- With the rough and sometimes mucky ground, travel can be hard with a full load of gold (heaaavy!) which is why a builder should be on-site to place wooden or stone floors in the mine. these stay up longer than walls, since they cant be lamed. about 36 hrs can be derived from even the lowest skilled placement of wooden floors.
3- Nodes that originate on the floor will grow upwards, nodes that originate on the ceiling will grow downwards, and nodes on the walls of impenetrable rock will grow away from the wall. Ceiling nodes will be mined out upwards, leaving a cavity in the roof. Floor nodes will be dug out downwards, leaving a pit in the floor. Wall nodes will be reduced to a thin seam on the impenatrable rock.
4- Sometimes \"dummy\" nodes will spring up. these would be \"one time\" random nodes, where they come with one type of ore (Copper, for example) and then when they are mined out (usually a low amount) they will not regenerate but move to another location in the mine with a different ore type (this time maybe Zinc) ready to be mined out again (this ensures that \"Oh, there\'s only [these ores] there, i think i\'ll move on now...\" doesn\'t happen like it does in... run/escape. :P )(Why \"dummy\" nodes? You\'d be a dummy waiting for them to regenerate. :D )

Idea additions:
Guild mines

Guild mines operate the same as the usual public mines (the ones above) except that they are usually much smaller, and privatly owned by guilds.

The way you can see a possibility of a [future guild] mine is a shimmering rock, for a shimmering rock holds valuable minerals and metals; and wealth! Underneath the shimering rock is a room of a uniform radius (im not sure how big something should be, lets just say 1 to 3 normal building floor sizes) and inside that room are dummy nodes and dirt nodes. The room is randomly generated every time you enter the mine; so one week it can hold copper, then next adamant (again to stop the \"oh this thing is here, i wont go there, its useless to me\" etc etc and the possibility of online \"guides\"

You can go upto the shimmering rock, and examine it. you then recive information on how it looks like. this rock is basically a bill board to tell you \"Hey, i have copper and tin! good for making bronze!\" or \"I have coal! and lots of it!\" IF you know what you\'re looking for (Geologist\'s hand book  )

When you (the miner) put down the mine entrace, the entrance will stay up for 5 days or until the dummy nodes are mined out, then collapses (dont worry, it pushes the players out to avoid harm) to ensure someone else gets their turn. 3 days or more are needed for the mine to recouperate. when its built a dirt node will be centered on the mine entrance, meaning that you have to crawl down there, and mine out the dirt node from the inside. dont worry, the dirt node doesn\'t expand; thus the entrance will stay \"open\" for the 5 days.

Once you finish mining out the dirt and get to a metal/mineral node there you can look at what type it is (if you didn\'t check the sparkly rock, again, you can do this entire thing in ignorance and get some ore) and mine it out as stated above like a normal dummy node. there are about 1-3 dummy nodes in the entire mine; all other space is either open or filled with a dirt node. when you\'re finished for the time being you can exit the mine and close the door to it and come back later. once the mine is exhausted, you get pushed out of the mine and the mine door collapses. you cannot use the mine again for atleast 3 days. the longer you leave it, the more ore accumalates but only to a certain amount.

the next time you go in, you may get phosphorus, iron, and copper instead of sulfer and coal.

you can also put in things like Evanchild said, like a bucket attached to rope slung from a pully to bring up ore so a miner can just go from the node to the bucket instead of having to climb the ladder to give the ore to someone. at the top you can have crates of ore ready to be hauled by people (or summons or what-have-you) to be taken to the smelter or something. also, at the top of the mine, everything there cannot be taken by anyone without the miner or the builders permission; same goes for entering into the mine. you have to OK it with the miner and/or builder first; which often means giving them a small amount of $ to get in.

Additions:
- \"Dirt nodes\", non-regenerative nodes that give nothing to you, but must be mined out to uncover the other, much more valuable metal and mineral nodes.
- Added in the \"Guild mines\" to this post.
- The miner can put down a mine entrance, its just that a builder is needed so that the mine can have enhancements. IE: wood/stone for walls and floors
- There will be tracks and trucks in the large public mines. guild mines could have them put in but they are too small, have too little amount of ore, and do not stay open long enough to facilitate the use of these ore hauling trucks; though they can still be built.
- Remember guild mines are meant to change hands.
End of Additions

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Hope you enjoyed reading that looooong thread! (If you didn\'t your missing out on some great ideas)

[edit] i should murder myself for having so many typ
  • s[/edit]
    [edit]Added additions section.[/edit]
« Last Edit: August 10, 2003, 09:45:27 pm by Saphire »
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Evanchild

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« Reply #1 on: August 10, 2003, 06:13:51 am »
erm... each guild could build their own mines from rope wood and suck. rope from basic cotton or woll and wood from erm trees :) stuff like that. then you work in it and output 2 dirt for every ore.  and it is put in a crate built in to the mine and take it all when ur done. something like that.
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shangralah

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« Reply #2 on: August 10, 2003, 07:58:22 am »
nice idea saphire and good details i would like it to be like that too instead of (click click) :D

Saphire

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« Reply #3 on: August 10, 2003, 08:23:23 am »
[moved into the original post. thx again Evan for the bucket/pulley idea] :)
« Last Edit: August 10, 2003, 09:42:31 pm by Saphire »
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Monketh

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« Reply #4 on: August 10, 2003, 02:31:18 pm »
This is awesome!  I might actually consider mining now.  Anyway, I\'d put carts in too.  (the builder\'s could build these)
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Xalthar

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« Reply #5 on: August 10, 2003, 04:05:54 pm »
Very good idea Saphire!! I would like such a system to be implemented, for it has great potential IMO...!

There could also be added some sort of random monster infestation (although it should be rather rare) and then the mine would have to be cleared out before you could take up working there again :) adds a little diversity..

Fish

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« Reply #6 on: August 10, 2003, 04:38:47 pm »
Mining isn?t just digging in the dirt.  Things like building scaffolding or trucks on rails to get material out are things that a minor can do.  I?ll think any of these things don\'t require a builder because its standard mining practice to do this stuff.  They also know how to reinforce ceilings using timber build mining equipment and so forth.  It?s the same as a fisherman being able to tie a fly.

This doesn?t mean that a minor forges his own items.  Some basic implements like a pickax would have to be made for him but only really the head.  Being able to put a handle on a pickax seems like pretty basic skills.  And the heads are pretty close to indestructible.

Hard rock mining is completely different though.  It?s incredibly slow going without explosives.  In ancient times if they had to go through granite basalt or some other very hard material basically they couldn?t.  So what would be interesting to incorporate mining magic.  I.e. magic spells that aid the minor.  I don?t know what they would be but it would be cool.

There is one point that I?m not entirely sure of.  Maybe a developer could come on and enlighten me.  Mining is tunneling in the Earth basically.  After mining you have a hole in the ground.  Does this mean that minors can build dungeon levels eventually?  It would seem like a programming nightmare to me but I could be wrong it might be easy.
« Last Edit: August 10, 2003, 04:41:32 pm by Fish »
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Drilixer

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« Reply #7 on: August 10, 2003, 05:28:48 pm »
hehe, I\'m afraid I havnt read the entire post yet - but I\'m sure it has potential... one thing though - why have \'all the basic metals\' - lets make new ones!  And since this is the medieval times there is no scientific community that regulates the names of things throughout the world... so NPCs should refer to the same metals with different local names.  For example a stone like metal could be refered to as runewood in the upper levels of Yliakum and NPCs in the lower levels refer to it as lightstone.  Etc etc... Might cause some confusion at first for noob miners, but would add another layer to interlevel mining operations.

Sinflare

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« Reply #8 on: August 10, 2003, 06:53:52 pm »
thats a good idea drilixer, and saphire it would be cool to mine like that, with the money potential it would be a great way for guilds to get their money. but fish, they did get stuff like granite and marble (how do u think they made all those big buildings like the taush mahal or how ever u spell it) the grantie and marble and other hard rocks have grains, much like wood. so the ainctient quarriers and miners used chissles and wedges to seperate the rocks thru the grain, it was long,hard, and expensive, but they did do it :) wich might also ad an idea for quarrying in this game, eh?

Drilixer

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« Reply #9 on: August 10, 2003, 06:56:31 pm »
I don\'t thinka nyone wants to hire slaves or whatever and drag gigantic bricks piece by piece to their worksites... would get extremely boring walking allong \'dragging your brick\' at about .5 mph to your work site which is many leagues from the local quarry...

Fish

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« Reply #10 on: August 10, 2003, 07:48:05 pm »
Actually comparatively speaking marble is a very soft stone.  It?s very easily shaped and has some beautiful patterns to it.  Granite on the other hand is hard to work with indeed.  How they used to get granite was to slab it off a ledge not mine it out of whole. This meant you had two to three faces that were already free.  Another way they worked granite was to use a boulder.  They split in shaped the boulder to make what they needed.  When your mining in a whole you only have one face showing.  This means the only way to get it out is to drill.  I?ve actually used a star drill to get through granite.  It takes really good tool steel and a lot of muscle.  And if you miss you hurt like the dickens because it requires a baby sledgehammer.

Most of the really old buildings aren?t even made of granite they?re made out of some other stone.  There?s a lot of stone out there that comes out in blocks almost by itself.  Basalt which is an igneous rock is in a class by itself.  If you hit a Boulder or ledge made out of that stuff you might as well give up.  Its blasting time at that point.

I can?t help but think though at some point in this discussion were getting way beyond what?s practical to write into a game.
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Drilixer

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« Reply #11 on: August 10, 2003, 09:16:22 pm »
Quote
Originally posted by Fish
I can?t help but think though at some point in this discussion were getting way beyond what?s practical to write into a game.


I havnt read any of this - except to say that minerals/metals should be unique to Planeshift and not steel iron etc etc... but you are probably right... half the ideas in these forums are looney...

Saphire

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« Reply #12 on: August 10, 2003, 09:35:41 pm »
miner mines the metal and minerals used to smelt and shaped into the builders/miners tools and the builder goes and puts down the mine entrance and walls/floors so that said miner can get more ore out quicker.

The big, static mines where i\'d think 75% of every miner would be would have ore hauling trucks and such like that, but not the small and guild-owned \"open for 5 days only\" mines. the guild mine idea is just there to put another spin on mining. \"Oh, there are too many people there mining the metal i need, so i think i\'ll travel around and look for a buildable mine where i can get the ore i need and then some\"

but yeah, miners should be able to put down the basic mine entrance to a buildable guild mine.


only problem i can see is if this idea gets \"too good for its own well being\". we have to remember that 1000\'s of players will be doing everything, and atleast 100\'s will be mining out ores, so if we put in anything like cave-ins and magical mining out inpenetrable rock (its inpenertable for a reason, you know...) the server will have to be mighty powerful...
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Drilixer

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« Reply #13 on: August 10, 2003, 10:44:47 pm »
I dunno - I don\'t think guilds should be able to just get their own mines... if they want a mine they can build their guild hall either beside or on top of an existing one :P

Saphire

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« Reply #14 on: August 10, 2003, 11:50:20 pm »
Quote
Originally posted by Drilixer
I dunno - I don\'t think guilds should be able to just get their own mines... if they want a mine they can build their guild hall either beside or on top of an existing one :P


i said:

Quote

When you (the miner) put down the mine entrace, the entrance will stay up for 5 days or until the dummy nodes are mined out [blah blah] to ensure someone else gets their turn. 3 days or more are needed for the mine to recouperate.


and so any guild or single person can own it for 5 days, but then after they get kicked out because there is no more ore, wait 3 days, at which time another group could come in and say \"we\'ll buy this from you for 10000 tria\" and it passes hands over to the next group of people.
Precious and beutiful, it is happy. The only time when it is not is when it is in a shape of a tear.