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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Mining

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Mining
Offline Igiss
03-12-2007, 10:04 AM,
#21
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Regarding special mining weapons.

Energy weapons don't have area effect. So the miner gun would either be flak or a missile of some kind. Both options are far from perfect.

And no, it's not possible to tie the gun to a specific ship. The weapon must still be sold somewhere in case it gets destroyed and replacement is needed.

It's also not possible to restrict mining for certain ships, or make it easier for certain ships.
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Offline Sid
03-12-2007, 10:18 AM,
#22
Member
Posts: 97
Threads: 8
Joined: Jan 2006

well i figured what i had to modify and now i just have to look at all the system that have mining zones and test it out.

should take me a few hr's or so. i talked to iggis and he gave me prematers to edit to.

[Image: 212440.jpg]
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Offline Sid
03-12-2007, 12:28 PM,
#23
Member
Posts: 97
Threads: 8
Joined: Jan 2006

wow am i glade i have music to do this i just went through every file in game checking for minabule filds lol........ lol i cant imageing all the stuff u have done iggis lol.

glade i got my music playing or this would be mind numbing even more so.

u got my respect man lol.

any way look like there is 67 mineabule zone lol in the normal systems..... lol the folder i just went throuhg had 479 files lol....

[Image: 212440.jpg]
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Offline McNeo
03-12-2007, 12:57 PM,
#24
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Posts: 3,424
Threads: 52
Joined: Aug 2006

' Wrote:Hmmm.

The nature of the suggestion has shifted between the first post and the most recent one.:)

I like the idea of making the miner very good at mining... the special "mining" gun especially.

I don't like the idea of making each asteroid drop tons of stuff. Why? It would give you no reason to mine in a miner. You might as well just park a Large Train on the edge of a field and shoot asteroids. If each one gives you 50 gold or silver, your hold will be full in no time. Profit! But lame.

The idea original post wouldn't have that problem. Mining in anything but a miner would be exactly how it is now. But if you DID use the miner, you would be able to mine quickly and efficiently. Profit! And not lame!

The biggest problem I see would be preventing people from transferring the "mining gun" to another ship that isn't a miner.

Thats why i said make it against the rules to mine in anything but a mining ship and a fighter:

Fighters so they can help the mining ship mine and miners so they can mine.
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Offline Sid
03-12-2007, 01:35 PM,
#25
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Posts: 97
Threads: 8
Joined: Jan 2006

up date on the mine fild progress in my topic to the the percentage chek it out also looking for volenters to help test once finshed.:)

[Image: 212440.jpg]
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Offline Sid
03-12-2007, 09:40 PM,
#26
Member
Posts: 97
Threads: 8
Joined: Jan 2006

the progress for the recoading is done. check my thread for more deatails on testing.

[Image: 212440.jpg]
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Offline Sid
03-13-2007, 09:08 AM, (This post was last modified: 03-13-2007, 09:10 AM by Sid.)
#27
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Posts: 97
Threads: 8
Joined: Jan 2006

hears some shot's of the mining fields i altered i whent by iggis's guide lines and hear tey be he he. 3 exzamples

[Image: screen13.BMP.jpg]

[Image: screen14.BMP.jpg]

[Image: screen15.BMP.jpg]


i'll have ohters later, like AO and Artafacts mabey some others.

[Image: 212440.jpg]
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Offline Panzer
03-13-2007, 12:20 PM,
#28
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

Outstanding work. Now it's only about increasing these commodities' prices.

After this is done (hopefully a less complicated matter) mining will become as it should be. Maybe some purely "cosmetic" changes, like the mentioned miner ID and the mining ship's properties

[Image: Vxqj04i.gif]
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Offline Denelo
03-13-2007, 01:40 PM, (This post was last modified: 03-13-2007, 01:40 PM by Denelo.)
#29
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Posts: 1,816
Threads: 77
Joined: Feb 2007

How about you reduce the amount per drop a bit from your original idea, and make all the asteroids, not just the little floating rocks, destructable, so that they all drop loot.

If you think it's a good idea, just tell me so I can post the code that would be needed to do it... just for NY though, would take too much space for more than that.

Thanks,
Relden
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Offline McNeo
03-13-2007, 02:44 PM,
#30
Member
Posts: 3,424
Threads: 52
Joined: Aug 2006

And slight changes to the IMG, GMG, BMM etc ID's saying that :If the ship is a miner, it is only alowed to mine, not sell any of its goods on station, and fire in self defence (miners defence is rubbish, lets keep it that way:))

About increasing the commodity prices...that will probably take alot of time as it has to be the same gap in prices, apart from mabey oxygen and low cost things, where the price difference will have to be about 300 (from lowest to highest price)

so to make it simpler, and worthwhile for an extra jump or two by a trader, make the minimum price for things such as Artifacts 1500 and the maximum about 4000 (after all it is contraband).

For things such as Diamonds, make the minimum unit cost about 1200, and maximum 3000 (as its not contraband.

This is so people who mine (PMG) can sell their goods for about 500 less, which is worth the extra jump for traders. This means that the miners and the traders both make money from trading.

This also means that mercs need to be hired to protect mining convoys from attack. Pretty good opourtunity for RP.

and anyway, The commodities are underpriced as it is. People refer to each unit as a ton. Well, a ton of diamonds for the current price on NB of around 300 per ton is pretty damn cheap.
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