by Kat » Wed Jul 31, 2019 7:38 am
#505485
[quote="Qustinnus"]hello gamers, seeing as material datums are practically done, I wanna work on somenthing else that relates to materials; Mining.
Currently mining is more of a side-chore for shaft miners, which is clearly not the intended purpose of a job called mining. The fun part of mining right now is exploring and combat. I think for a rework to work we should seperate these two things, an explorer role for people who want to beat up lavaland creatures, and a mining job. Now the main problem with mining is that people hate the gameplay, can you blame them? you click on blocks and chase ores. There's no real gameplay.
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TL;DR at bottom!
Personally, I disagree strongly with mining being currently a side-chore. Once you can get advanced plasma cutters, mining becomes easy and much more fun, you can strip-mine Lavaland and find all of the ruins whilst also getting an absolute ton of ore. Usually, people only stop mining when the ORM is full and they want to use that mining hardsuit to fuck around in space and make cool shit. That's just me though. There needs to be a reason to stay in Lavaland after the ORM is full.
This could be fun if implemented slightly different.
Remove the explorer part, miners should still encounter Lavaland creatures. A workaround to this is to increase the miner slots from 3 to 5. Miners who want to primarily mine can still mine, miners who want to primarily fight mobs can do that whilst other miners are mining. If all 5 miners decide they want to just shoot shit, then this is obviously a problem that should never be attempted to be solved OOCly. It's the QM's job to tell them to do their damned jobs. Keep the danger there. If you want different Z-levels, make it like the Stardew Valley mines. The deeper you go, the more dangerous but the higher concentration of ores. You can also have a much more dangerous Z-level as 'unlockable' by making rocks that require a lot more to break (Adv Plasma Cutter could do enough yeet-ery to destroy two rock turfs in one shot?). I'm not a coder so I don't know the BYOND method of doing things, but, you could just have rock_2 change into rock_2_d once damaged with a sprite to show small amounts of damaged, then rock_2_dd once damaged more, rock_2_ddd then after it just turns to an open tile. PKA then would take more hits to destroy and it sounds less code intensive than other solutions. You can progress to a dangerous Z-level earlier, however, you will struggle to get that far with just a PKA. To go from Z-level to Z-level, add a randomly generated shuttle into Lavaland modified to use an area with rock turfs instead of hyperspace turfs. This should allow vehicles and mechs to go down as opposed as the Stardew Valley ladder method, which would probably involve a ladder similar to the ones that spawn in the tear in the fabric of reality area. For the whole making rocks have to be dragged, don't use just mechs, have a dedicated vehicle. Maybe one prespawned at Lavaland and roboticists/engineers/somethings can make another. To give exploration of Lavaland additional benefits, maybe add challenge rooms with things that are useful for different departments, such as:
• Unprintable board for research points generators for R&D. Better ones in more dangerous areas. Imagine research mode radiation collectors except they need no radiation and just consume power.
• Strange objects.
• New objects as cargo bounties.
• Random bluespace parts for early upgrading of machines, not in
• Move deadly sins areas to more dangerous Z-levels.
• Random Fulton Extraction Kit, bluescpace shelter capsules, combat autoinjectors with chems already loaded, random upgrade parts for vehicles/PKA, 'legendary' weapons such as a PKA with 200% mod space or an auto-recharging plasma cutter.
• Botanical chem dispenser board that exists in the sentient ecosystem area for botany.
• Boxes of monkey cubes, rare seeds for botany, random maxed out plant data disks, boxes of medical supplies/surplus prosthetics etc.
TL;DR:
• Remove explorer role and keep it just mining, increase to 4-5 slots and just drop two more spawns and lockers into the maps in rotation.
• Have different Z-levels with different levels of danger and ore concentration like Stardew Valley (that's a fun method of mining). Mobs are faster, more dangerous and ore is more concentrated. To get to another Z-level, either an R&D tech for a specific teleporter or something to get there or spawn a structure with a mining shuttle modified to look like an elevator (replace hyperspace with rocks?). This way, vehicles can be loaded. Alternatively, just a ladder to get in or out, like the ones in the tear in the fabric of reality area.
• Add vehicles instead of just mechs that can carry lots of ore. Kind of like how CM's tanks. A 3x2 vehicle maybe with different module slots like how PKA has mods. Have a mining scanner upgrade mod that stacks, make it able to actually mine etc.
• Randomly spawned loot. Can be in new ruins that could maybe have dangerous mobs in them, hidden turrets set to kill etc. Loot should help other departments.
If you only want to consider one thing: Please don't separate mining into two roles. Let the danger exist for miners. If you want explorers badly, let it be something the HoP can give to assistants and have explorer kits in secure closets that only the QM can open or be in a locked room where only the QM can access so that explorers can be conscripted. Alternatively, explorer conscription kit and the QM has some vouchers to redeem some.