Author Topic: Mines  (Read 8305 times)

Offline Betaray

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Mines
« on: November 27, 2005, 04:58:25 PM »
what about mines? there has to be a limit to the amount of mines you have to the amount of land you have

what about sending out scouts and surveyors to increase your land amount, of corse they would be very vounable to attack if you dont send an armed escort
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

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Offline Leviathan

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Mines
« Reply #1 on: November 27, 2005, 05:01:46 PM »
Well at first i thought that the mines would be fair for all.

Eg each 150 land you have you have 3 common mine you can build on and each 150 land you have you have 1 rare mine.

But mines could also be a bit random maybe?

But i do want every player to have a equal chanch and there to be no randomness realy.

Well not sure about surveyors currently.. maybe use them to find mines.

What ya think?

Offline Betaray

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Mines
« Reply #2 on: November 27, 2005, 05:08:59 PM »
sounds good, of corse there has to have no minimum for 1 common ore mine, probly 75 for your first rare mine, than 150 for the rest
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode

Offline Hooman

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Mines
« Reply #3 on: November 28, 2005, 12:08:30 AM »
Err, that's a little unclear, but sounds like it may work. How would people get land? There isn't anyone to buy it from. Maybe just develop land with robo-dozers or something? Once you have so much land, you're allowed to build so many smelters? I'd assume you don't just get more money automatically.
« Last Edit: November 28, 2005, 12:10:58 AM by Hooman »

Offline Leviathan

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Mines
« Reply #4 on: November 28, 2005, 02:06:34 AM »
There is no money/currency currently but im sure u mean resourses like ore metals.

Like in SK you may explore land. In the outpost world this is dozing and tubeing it, so it will cost ore. And im combineing the dozer and earthworker into one unit to do this job. This is info for land thread realy.

You can only build ore mines on the aviable mines that you have. Just gotta figure out how many you get etc.

Keep on topic plz.

 

Offline Freeza-CII

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Mines
« Reply #5 on: November 28, 2005, 02:23:45 AM »
hmmm Mines.  Maybe a person could buy mines but each mine you buy would cost expeditionally more then the last but there should be a limit on how many mines you can have by how much land you have.  As for Rare ore I would use the surveyor to scan the avalible land and have a possiblity of finding a rare mine. Once you find one you have he option to buy a rare mine for it or you could used the robo miner.  If there is going to be a Heavy ore I would say the percentage of findind a heavy mine would be lower then rares percentage.

Offline Leviathan

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« Reply #6 on: November 28, 2005, 03:10:36 AM »
Well there is no limit on how many mines you can have. Your colony needs to be able to grow to a unlimted level.

What do u think of my original ideas? Should it be random or fair? And if so, how?

Offline Freeza-CII

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« Reply #7 on: November 28, 2005, 03:20:52 AM »
Well the original idea is good in having mines for so much amount of land. 50 units of land = 1 mine. 100 = 2 150 = 3 and so on.  But rare and heavy should be more random and should cost some thing to find using a scout or surveyor.

Offline Leviathan

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« Reply #8 on: November 28, 2005, 03:23:32 AM »
But then its random and unfair and a player could get lucky and get lots of rare mines and another player with the same amout of land may have much less.

Like i said personaly i would like it to be fair.

What ya think?

Offline Freeza-CII

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« Reply #9 on: November 28, 2005, 03:30:47 AM »
but i would guess that there be a percentage of finding a rare based on the total amount of land and the time you give the surveyor to search and that brings up the natural disaster percentage destroying the vec.  It would be fair because if you dont have the land the possiblity of finding a rare mine would be lower then a larger plot of land.  There for forcing people to expand there land and colony.  But there wouldnt be a unlimited number of rare in the area of 150 units of land there would only be 1 rare per 150 units of land but you still have to find it first.  Heavy ore (if your going to use it) would have a lower percentage and would require 300 units of land.

Offline Leviathan

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« Reply #10 on: November 28, 2005, 03:39:58 AM »
I do like the idea of having the find the mine first :)

Offline BlackBox

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Mines
« Reply #11 on: November 28, 2005, 02:02:51 PM »
Well, I think mines should be technically limited. (i.e. in OP2 if you build a mine on all the beacons it's not like you can build more, you need a beacon to have a mine).

And who's to say that random distribution is unfair? After enough times, the distribution of mine types will look like a standard Bell curve. Almost all things in nature look like a Bell curve as the number of cycles approaches infinity.

I think the idea of having to scan for mines is good.

Offline Leviathan

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« Reply #12 on: November 28, 2005, 03:24:01 PM »
Well yes the number will be limited. There will only be so many mines per amount of land.

Offline dm-horus

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Mines
« Reply #13 on: November 28, 2005, 05:10:49 PM »
like in my other post, upkeep. the logistics of managing 12 mines is many orders of magnitude larger than managing 2 or 3. if theyre all operating at full capacity, breakdowns multiply exponentially. having an upkeep system would make the cost of building additional mines/smelters prohibitive or at least until the colony "caught up" with upkeep and was able to withstand the additional cost in terms of production vs. price of upkeep (the goal is basically to maintain an increasing rate of production and mining while expanding.) upkeep can never be more than is being produced/mined. this would merely give players who have triple smelters on 4 mines a penalty so that they are not at a massive advantage. the potential build area around mines could reduce (become smaller, shrink) as more smelters are built around it and the cost of smelters (upkeep) increases with every mine built and is being actively mined. it makes no sense to penalize a player with upkeep for a mine that is off on the horizon not being used.

Offline Leviathan

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« Reply #14 on: November 28, 2005, 05:18:28 PM »
sounds good i think ur have to explain it more to how it will work in the game.

and ther r no smelters, u just build a mine.

Offline Freeza-CII

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« Reply #15 on: November 29, 2005, 12:51:10 AM »
Having a break down of equipment sounds fine for a game like OP2 where you can handle that right away but I dont think it would work very well.

Offline Vexhare

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« Reply #16 on: March 16, 2006, 08:03:52 PM »
Well you could combine luck, fairness, as well as the land idea.  
50 units of land = 1 common mine
150 units of land = 1 rare mine
450 units of land = 1 heavy mine.
So for 450 units of land u could have 9 common 3 rare and 1 heavy. Maybe it will work maybe it wont ?? gotta think on it.

Sorry, edited!
« Last Edit: March 19, 2006, 10:57:29 AM by Vexhare »

Offline Betaray

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Mines
« Reply #17 on: March 17, 2006, 02:56:38 PM »
you mean 9 common 3 rare and 1 heavy dont you? or am I missing somthing?
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode

Offline Vexhare

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Mines
« Reply #18 on: March 19, 2006, 10:57:47 AM »
edited!, lol