Mines, some are more equal then others

Forum for suggesting changes to Salem.

Mines, some are more equal then others

Postby ImpalerWrG » Tue Sep 23, 2014 5:12 am

With the patch we have seen all mines become perfectly equal, with ore quality increasing with distance from the ladder. While this has eliminated the NEED to scour the earth for high purity nodes, it has I think gone a bit overboard in eliminating both this activity AT ALL and has robbed some folks of their invested effort in thouse searches.

I propose that we go to a kind of hybrid system, purity increased with distance from the ladder, but purity AT the ladder starts at the mines old pre-patch quality level and grows as normal. In essence the old high purity mines just get you a jump on digging the long ass tunnel that were all going to be working on now. The old purity levels should still be retrievable as they were certainly generated with some kind of perlin noise algorithm which can be re-run to patch in the old values.

While were at it another factor could come into play, a bit more of a 'head wind' when it comes to mining that long tunnel. I'd change several things, first the cave-in danger should increase with distance from the ladder (meaning that higher M&M is needed to balance it), second all mine tiles have a soak value which ingresses likewise, not something that would require a Titan to mine but enough that a miner would need to be diligent in raising phlegm to continue the advancement towards higher purity. In H&H mining was considerably more 'physical', it was a large food drain and it took some burly characters to do it, and people liked being Miners, it was a recognized specialty, even a profession I'd say, one Salem has not really developed to the same degree.

Lastly I would make a large portion of the underground tiles non-ore (Gangue) tiles naturally, their should be a clear visual difference between the two, the gangue yielding just like what we get from cave-in's currently (worthless rock). The ore will be in veins (generated via perlin noise) that the miners would needs to intentionally follow, the pattern of ore quality improvement might also be made non-uniform, for example being more lobe shaped rather then circular so an unplanned strait line tunnel while it will eventually find better ore would not be the optimum strategy. Of course people can 'go for broke' and just mine strait exploratory tunnels if they wish, as with everything Salem you take the risk, we harvests your tears.
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Re: Mines, some are more equal then others

Postby JohnCarver » Tue Sep 23, 2014 5:52 am

We don't want players to feel obligated to have mining bases outside their main base.
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Re: Mines, some are more equal then others

Postby DarkNacht » Tue Sep 23, 2014 7:09 am

JohnCarver wrote:We don't want players to feel obligated to have mining bases outside their main base.

Good.
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Re: Mines, some are more equal then others

Postby loftar » Tue Sep 23, 2014 10:27 am

ImpalerWrG wrote:The old purity levels should still be retrievable as they were certainly generated with some kind of perlin noise algorithm which can be re-run to patch in the old values.

Actually, they were simply completely random for each mine. :)
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Re: Mines, some are more equal then others

Postby Kandarim » Tue Sep 23, 2014 10:35 am

JohnCarver wrote:We don't want players to feel obligated to have mining bases outside their main base.


then allow us to build mines wherever we want. I don't have any mine nodes inside my own lot inside the town, however much I want to have one.

Of course, you could argue I should just have built my base around an existing mine - but that wasn't an option as I got a lot allocated by my town.
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Re: Mines, some are more equal then others

Postby JinxDevona » Tue Sep 23, 2014 9:39 pm

We will still need to work for our mines considering, there are at the moment 2 different kinds of mines, so it makes it a bit easier, but does not take away all the hunt and work. I enjoy it the new way. ;)
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