New Perk: Mining
Posted: Mon May 14, 2018 10:06 am
So yeah, you know what crafting lacks? Actual materials.
You know, because it makes more sense than using rotting fish. With the mining perk, you can stab the heck out of the ground for materials. What will you need? Well, one of these babies:
With the pickaxe, you can mine a variety of minerals, ranging from the common-as-dirt, worthless Peat Moss to the ultra-rare crystallized god energy: Dawnium. You can mine metals, fossils, and gemstones.
Each mineral has its own value. The rarer the material, the more valuable it is. To prevent ridiculous money exploits (as some of these materials will provide a huge wealth of money), materials will be spread out by area. If you're in the Introductory area, Peat Moss would be the most common material, with Crude Oil and Iron being rare finds I'm thinking for each successful find in the introductory area, there would be a 90% chance of peat moss, 5% chance of crude oil, and 5% chance of iron. Furthermore, a loot timer would prevent loot-hogs from stealing any loot. Skymill would grant you iron for literally every successful dig because, well, it's an iron structure.
For each level of the Mining Perk, you will increase the chance of finding rare materials. Such a thing has never been tested out, but I'm thinking a starting success rate of somewhere between 1 in 250 (equivalent to a drop rate of 40 from monster drops) and 1 in 200 (equivalent to a drop rate of 50), with a compounding increase of 1% every level. Like chopping, there would be a 10% chance of increasing EXP with each swing of a pickaxe, plus an additional EXP rate for any successful find. The more valuable the material, the higher the EXP value of the successful find. As for base EXP itself, I think a mere 2 EXP would do the trick due to the benefits of leveling up the perk.
That if it's just simply stabbing the ground. If there is an ore deposit, I'd say it would work a little like trees except material strength would increase with value. Peat moss deposits would take the least amount of hits while Dawnium deposits would take the most amount of hits.
Well, that's the best I can come up with for mining. I'm sure there's someone who can help me improve on this thing, because it's a new game mechanic at least. What? Expected me to make monsters and items all the dang time?
- Mining Materials.png (107.81 KiB) Viewed 641 times
You know, because it makes more sense than using rotting fish. With the mining perk, you can stab the heck out of the ground for materials. What will you need? Well, one of these babies:
- Pickaxe[2].png (25.51 KiB) Viewed 641 times
With the pickaxe, you can mine a variety of minerals, ranging from the common-as-dirt, worthless Peat Moss to the ultra-rare crystallized god energy: Dawnium. You can mine metals, fossils, and gemstones.
Each mineral has its own value. The rarer the material, the more valuable it is. To prevent ridiculous money exploits (as some of these materials will provide a huge wealth of money), materials will be spread out by area. If you're in the Introductory area, Peat Moss would be the most common material, with Crude Oil and Iron being rare finds I'm thinking for each successful find in the introductory area, there would be a 90% chance of peat moss, 5% chance of crude oil, and 5% chance of iron. Furthermore, a loot timer would prevent loot-hogs from stealing any loot. Skymill would grant you iron for literally every successful dig because, well, it's an iron structure.
For each level of the Mining Perk, you will increase the chance of finding rare materials. Such a thing has never been tested out, but I'm thinking a starting success rate of somewhere between 1 in 250 (equivalent to a drop rate of 40 from monster drops) and 1 in 200 (equivalent to a drop rate of 50), with a compounding increase of 1% every level. Like chopping, there would be a 10% chance of increasing EXP with each swing of a pickaxe, plus an additional EXP rate for any successful find. The more valuable the material, the higher the EXP value of the successful find. As for base EXP itself, I think a mere 2 EXP would do the trick due to the benefits of leveling up the perk.
That if it's just simply stabbing the ground. If there is an ore deposit, I'd say it would work a little like trees except material strength would increase with value. Peat moss deposits would take the least amount of hits while Dawnium deposits would take the most amount of hits.
Well, that's the best I can come up with for mining. I'm sure there's someone who can help me improve on this thing, because it's a new game mechanic at least. What? Expected me to make monsters and items all the dang time?