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General Suggestion - Mining Changes and Additions [Completed]


Bossatron1924

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What are you suggesting? - Changes to Mining, and the addition of a few new nodes, (or re-addition of the fabled "+37 rock")

These new nodes will be exclusively found within the Cloverfield Mine Co. area, being an exclusive there. Meant to be a rewarding adventure to mine untouched rock.
New nodes (the names are just what i like to call them, the ore contents will be the same, and for simplicity sake I will call the harvests "HPH", or harvest per hit)

Electrified Copper: +16 copper HPH, 3 nodes
Enriched Iron: +14 iron HPH, 3 nodes
Shiny Diamond: +6 diamond HPH, 2 nodes
Chaos Ruby: +4 ruby HPH (to account that ruby sells for $150 per 1 ore, I think the chance per harvest goes up, while the price decreases to $125-$130 to balance it) 2 nodes 

And now, the fabled "+37 rock" (as I call it)

There will be only 1 of these rocks, and it will be located in the Cloverfield mining area. It will be purple with a hue of R: 33 G: 19 B: 56
To balance the fact that you can get anything from this rock. The rock will contain the following percentages solely to balance out the economy (yes i found it uses a percentage per resource harvested, I just don't know if it can go over 100%, just in case):

Copper and Iron: 30%
Wood: 20%
Plastic: 15%
Scrap: 15%
Diamond: 10%
Ruby: 10%

The rocks HPH will be a whopping 25. This could be tweaked based on what you get from the damn rock, as its meant to be a legal gambling machine but without wasting money, unless you want to count your power bill as wasting money. If it does need to be tweaked, at least don't make it fall below 15 resources.

Crafting:
bcs_axe - 35 diamond, 25 wood, 5 scrap, 10 copper
bcs_pickaxe - 45 diamond, 25 wood, 10 scrap, 15 copper
(The cause of the pickaxe and axe being able to be crafted is to allow more people to be able to use them, even if they do not have the proper level for class D miner, donation rank for Civilian miner, expert and pro class D; or they own/are on a cc with a pickaxe/axe. It makes it a bit more "free" while also keeping it a hard to obtain item.)

tfa_vector - 35 diamond, 35 wood, 15 scrap, 10 plastic, 40 iron, 20 copper
tfa_smgp90 - 50 diamond, 30 wood, 25 plastic, 20 scrap, 30 iron, 25 iron, 20 ruby,
tfa_thompson (mobster has this) - 60 diamond, 45 wood, 55 iron, 40 copper, 30 ruby, 15 plastic

(Note: I really don't understand the pickaxe effectiveness scaling with ore totaling, ya'll probably know more from the config menu of making and tampering with ore nodes)

The number of ore nodes should be increased by 1-2 dependent on the node (this is basically saying that instead of going to Cloverfield to AFK mine you can go different parts of the map to mine.) New node spots should be near the building dividing a sightline from E11 base and CI Cave, and an area above CI Base, being called Cloverfield Mines. Dupe will be given upon request (and at discretion, expanded upon i had to use my 35 prop limit for this)

Are there any disadvantages of making this change to the server? If so, explain. - in my eyes no, in the real estate or banker's eyes, and quote "It could ruin the economy of the server and cause an economy reset!"

Who would this change mostly benefit? - Civilian Miner Job, Class Ds with a pickaxe, CCs with a pickaxe. Essentially those who use mining as a profit and weaponry. Would also somehow improve civvie RP because its a new area to "slightly" celebrate the launch of the civilian jobs.

Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion -
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Also no im not making a lumbermill, theres already more than 7 minable trees on surface

Current:  CI COL CI RND SVA Proud Rho 36 Shaman and Rho 36 "Infiltrator" Group Vanguard 
Former:
MTF E11 LTCOL A1 2LT SF Aphrodite Z36 | STF D4 Ares BA4 | Banana Fridge
image_2022-05-22_140652598.png.a43e32322881c9c08e9e8cc14a119ee4.png

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+support this would add something for t he dclass that escape plus the civ miners and such

 

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