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Mining is dead, but it can be revived! - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Mining is dead, but it can be revived! (/showthread.php?tid=9822) Pages:
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RE: Mining is dead, but it can be revived! - Haprenti - 12-26-2017 (12-25-2017, 04:41 AM)Vitatroll Wrote: department interdependencies are practically [gratefully] non-existent Why gratefully ? It's normal to be able to do your job normally without needing another department. But you could very much add interdependencies for high-end stuff that's definitely not needed but enables you to do X or Y gimmick. That's the type of things mining could get involved into. Just an example, you could be able to recreate those red and blue portal bracelets you get in research crates, using specific materials from mining like telecrystals. It's slightly off-topic and would need its own thread, but the issue of interdependencies is definitely linked to mining, and the issue could be linked to interdependencies if an acceptable solution could be worked out. RE: Mining is dead, but it can be revived! - Vitatroll - 12-26-2017 SC29: More z's == more lag. Nostalgia is remembering your first time. You can chase that high forever, but you'll never catch it. Mining has changed from exploration to matsci and geargetting. It's a very potent job that could do with some streamlining and QoL changes. Haprenti: Are there interdependencies that would actually work on goon? Ones that wouldn't result in interdepartmental bitching about [x] department not [being staffed at all] doing their job? You're right that it'd require another thread. If you're that interested you could dig up one of the many threads on it or make a new one. [FAIR WARNING! I'm thoroughly buzzed on flu medication, so take my word with a grain of salt.] RE: Mining is dead, but it can be revived! - Cyfarfod - 12-26-2017 (12-26-2017, 12:42 PM)Haprenti Wrote:(12-25-2017, 04:41 AM)Vitatroll Wrote: department interdependencies are practically [gratefully] non-existent If you have ideas, there is a thread that's only a few months old *shameless self promoting* https://forum.ss13.co/showthread.php?tid=9338&highlight=cooperation RE: Mining is dead, but it can be revived! - Haprenti - 12-26-2017 (12-26-2017, 02:11 PM)Vitatroll Wrote: Haprenti: Are there interdependencies that would actually work on goon? Ones that wouldn't result in interdepartmental bitching about [x] department not [being staffed at all] doing their job? You're right that it'd require another thread. If you're that interested you could dig up one of the many threads on it or make a new one. Actually I was trying to say it's hard to separate the two issues as they're linked. You might need interdependencides to help revive mining, so you can't just toss this potential part of the solution out of the thread. And in another thread for interdependencies, the thread would pertain to a broader range of departments, while keeping off-topic the question of one department's well being, and the question about how mining could be revived would be off-topic. As for actual interdependencies between mining and other departments, I guess it would be for stuff that's either :
RE: Mining is dead, but it can be revived! - Dr Zoidcrab - 12-26-2017 Yeah pretty much, rather than interdependencies cooperation between departments should yield useful fun things that aren't necessary for the jobs to function but are pretty desirable nontheless, like TG's mechs for the roboticists and R&D mining equipment. RE: Mining is dead, but it can be revived! - Frank_Stein - 12-26-2017 If you go with the mining dungeon idea, NPCs you meet could want to trade cool loot and gems for things other departments make. Like, you run into the Vegetable Orge whose just crazy about onions and will give you their weight in gold they dug up for them RE: Mining is dead, but it can be revived! - pizzatiger - 12-28-2017 (12-26-2017, 05:55 PM)Frank_Stein Wrote: If you go with the mining dungeon idea, NPCs you meet could want to trade cool loot and gems for things other departments make. You just want to add Shrek to the game, Don't you dare disguise it as anything else RE: Mining is dead, but it can be revived! - Frank_Stein - 12-28-2017 (12-28-2017, 08:08 AM)pizzatiger Wrote:(12-26-2017, 05:55 PM)Frank_Stein Wrote: If you go with the mining dungeon idea, NPCs you meet could want to trade cool loot and gems for things other departments make. Git aught me mine RE: Mining is dead, but it can be revived! - NateTheSquid - 12-28-2017 (12-28-2017, 04:12 PM)Frank_Stein Wrote: Git aught me mine what the fyuck is this RE: Mining is dead, but it can be revived! - Vitatroll - 12-29-2017 Not sure if dorf or ogre. RE: Mining is dead, but it can be revived! - The Grim Sleeper - 01-01-2018 (12-26-2017, 02:11 PM)Vitatroll Wrote: [FAIR WARNING! I'm thoroughly buzzed on flu medication, so take my word with a grain of salt.] You should get more of that stuff, because you are making a lot of sense and are concise to boot! I agree that the quick fix for mining would be to redesign the random mining-magnet asteroids to be a bit more 'fun' to dig (basically: make the basic pick more capable of hacking the tough stuff apart), and to add some robust gear to the Nano-Fabricator. We don't need more personnel wandering off the station, nor any more dependency on other players to make mining good again. |