03-18-2017, 06:30 AM
(This post was last modified: 03-18-2017, 06:36 AM by Nnystyxx. Edited 5 times in total.)
The mining tool progression is basically completely worthless for mining the moment you realize pods are far, far more effective than any tool and protect you from cerenkite/erebite by virtue of you being in a pod. At that point it's only good for beating people up. Do mechanized boots even work again yet?
Not to mention artifacts have a small chance of just trapping or murdering you and have no real inherent value iirc, they're just a curiosity. And then there's rocks that just explode. I don't mind risk, it's just everything feels very. . shitty and disparate. Crafting is kind of pointless when materials are rare (& the sheet/bar conversion rates so brutal) because of mining sucking. Mining involves even less crew interaction than genetics does for-- what benefit? Some armor? Cash that probably doesn't go to the miners and can't be spent on anything meaningful (except maybe debris field traders)? Sure, it may not take very long per round to get the 'best stuff', but that just highlights how futile the whole thing is in the first place. Geneticists give powers, doctors heal, scientists make hellchems, engineers fix, mechanics build, hydroponics grows, chefs and barmen serve, but miners just mine. There's so little still that you can meaningfully do with the smelter/nano-fabricator and materials, effectively the other half of their job.
Mining being so bad disincentivizes people to do mining, which means certain materials aren't accessible (mostly radioactives, uqill, etc.) and thus crafting of certain things other departments could use (such as robotics) is impossible without a lucky QM and a consistent budget.
And making the things only mining can (semi-)consistently produce more important/necessary while keeping the system the same only invites frustration because the mechanics are currently just kind of unfun.
EDIT: Also the pod plasma cutters are incredibly inferior compared to drills, just saying
EDIT2: ALSO I think it would be nice if mining got a dedicated z-level, they take up a large chunk of relatively unused debris field space that could be repurposed. I don't know how much strain it puts on the game to add another z level however, since iirc the adventure zones are all parts of one area separated by v-space
Not to mention artifacts have a small chance of just trapping or murdering you and have no real inherent value iirc, they're just a curiosity. And then there's rocks that just explode. I don't mind risk, it's just everything feels very. . shitty and disparate. Crafting is kind of pointless when materials are rare (& the sheet/bar conversion rates so brutal) because of mining sucking. Mining involves even less crew interaction than genetics does for-- what benefit? Some armor? Cash that probably doesn't go to the miners and can't be spent on anything meaningful (except maybe debris field traders)? Sure, it may not take very long per round to get the 'best stuff', but that just highlights how futile the whole thing is in the first place. Geneticists give powers, doctors heal, scientists make hellchems, engineers fix, mechanics build, hydroponics grows, chefs and barmen serve, but miners just mine. There's so little still that you can meaningfully do with the smelter/nano-fabricator and materials, effectively the other half of their job.
Mining being so bad disincentivizes people to do mining, which means certain materials aren't accessible (mostly radioactives, uqill, etc.) and thus crafting of certain things other departments could use (such as robotics) is impossible without a lucky QM and a consistent budget.
And making the things only mining can (semi-)consistently produce more important/necessary while keeping the system the same only invites frustration because the mechanics are currently just kind of unfun.
EDIT: Also the pod plasma cutters are incredibly inferior compared to drills, just saying
EDIT2: ALSO I think it would be nice if mining got a dedicated z-level, they take up a large chunk of relatively unused debris field space that could be repurposed. I don't know how much strain it puts on the game to add another z level however, since iirc the adventure zones are all parts of one area separated by v-space