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  #1  
Old March 23rd, 2001, 05:12 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Remote mining reduces production?

quote:
I just did a quick test on this in 1.30 and zero is as low as maintenance will go. So Racial points spent above would be wasted.

Including the "merchants" or "engineers" culture?

-----------------------
Windborne:
I'm pretty sure MM would have to add another component ability. As it is now, you can turn the value reduction on & off, but only on a global scale, using the settings.txt. All remote mining components will act the same in regards to value reduction.

E-mail MM, and ask for that new ability, and explain the reasoning behind it.
I like the idea, but I'm sure MM will have to change the .EXE
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Old March 23rd, 2001, 05:08 PM

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Default Re: Remote mining reduces production?

Yes, I testing it with changing the settings.txt file to 15 % and then loaded 6 races to check starting @ 100% maintainence increasing in 5% increments and then the Last one as merchant+120% maintainance.

The Last 3 all had zero maintaince and did not add any resources back into the pool
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Old March 23rd, 2001, 05:26 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Remote mining reduces production?

quote:
Originally posted by Will:
Well, this goes against my experience in the game, and I don't recall seeing anything in the History that says it was changed. The resources should go down 1% for EACH miner component, and I have seen it do just that several times when I experimented with miner components on BaseShips (just barely profitable, not really worth it). If it only goes down 1% per vessel (and thus, 1% per turn no matter how many components), then it's a bug and should be reported with a savegame.


My experience (in a 1.19 game; haven't tried it lately) was the opposite of yours. And discussions on this bulletin board at the time agreed that the reduction was per ship, not per component, and that MM had intended it that way.

I'll test it in my 1.30 game and see what happens...
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Old March 23rd, 2001, 10:42 PM

Windborne Windborne is offline
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Default Re: Remote mining reduces production?

I just sent the following e-mail to MM, if we want it in the next patch, or perhaps even ever other people should probably send similiar notes supporting the idea, along with more suggestions:

_____________________________________________

I've been talking in the shrapnel forums and an idea came up that could make for a much more interesting and diverting game, but nobody seems to know how to implement it . . .
The idea relates to the concept of remote mining. Durign the current game we get huge expensive remote mining components withe very level of resource extraction technology we research, and noboy uses them because they pollute the galaxy ruining planents and potential planets (astroids) we might want to colonize later on.
Howeverif you were to remove the remote mining components from each resource extraction technology and place them into a seperate field called "deep space mining" a lot more options open up.
The main option, and the one we are having a problem figuring out how to impliment goes like this:

==========================================

At first level of deep space mining you et access to the first set of huge, expensive, polluting remote miners. These miners give vast amounts of resources each turn but chew up the neighborhood like locusts.

At second level of deep space mining you get a new Version of each mining device that produces significantly less resources but is environmentally sound, leaving the planets/astroids intact.

At third level you get the next incarnation of the polluting component.

And at fourth you get a safer Version that produces much less in the way of goods each turn.

The field goes on like this for at least six levels.
=============================================

The advantages of the system are as follows:

(A) You can research remote mining
technologies to be more efficient then
your planet-bound facilities, letting
some rces specialize in remote mining.
Adding diversity to the game.

(B) Players get the bread and butter
decision of whe ther to rape the
universe for vast amounts of riches now
or get a tiny return continually over
time.

(B) Astroid systems would become more valuable early on. Someone with deep space mining level four and starbases could turn an astroid system into something awesome, while another player might want to turn those same astroids into planets. A potentially vast difference between different human players. Imagine the hotseat play! ::grins::

There was also talk of a specialized cheap hull called the prospector that wold need to be filled with 60% remote mining components.


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Old March 24th, 2001, 03:24 AM

Drake Drake is offline
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Default Re: Remote mining reduces production?

quote:
Originally posted by Will:
If it only goes down 1% per vessel (and thus, 1% per turn no matter how many components), then it's a bug and should be reported with a savegame.


I'm wondering where you get the impression that 1% per turn must be a bug. Just because you add more components doesn't logically imply you'll drain more minerals when the game lets you pull resources from colonized planets with no resource concentration loss. I think you're trying to throw in realism- tsk, tsk.
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