Difference between revisions of "Mining"

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'''Handloading''' is both the name of a '''non-combat skill''' and an associated '''activity'''.
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{{UnderConstruction
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|users=Tempest}}
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'''Mining''' is both the name of a '''non-combat skill''' and an associated '''activity'''.
 +
 
 +
Mining is the act of extracting useful ores from underground veins and deposits. The ores mined are typically of useful (and therefore valuable) metals and gemstones.  Player characters can visit mining facilities and explore mineshafts to look for [[ores]] to mine out, which can then be exchanged for [[Valuables|metal ingots, gemstones]], or directly into [[Money|cash]].
 +
 
 +
 
 +
= Requirements =
 +
 
 +
Already-mined bundles of ore can rarely be found in the Uncivilized Area, but in order to find ore in sustainable quantities, it must be mined. To mine ores, a player character must head to a mining facility and be in possession of certain items.
 +
 
 +
Required to enter the mineshafts of a mining facility:
 +
* An '''Independent Miner Pass''', found for sale at mining supplies stores for [[File:Parallar symbol.png|10px]]'''500''' and valid for one visit. After leaving, a new pass must be purchased in order to be allowed inside again.
 +
 
 +
Not strictly required, but highly recommended equipment for actual mining:
 +
* Mining tools; certain weapons count as Mining tools. There are three methods: Pick mining, Drill mining, and Explosive mining. All three call for the Mining skill, but with different results and outputs.
 +
** Pick mining requires a [[Pick-axe]] or a [[Mattock]]
 +
** Drill mining can only be performed with a [[Drill Arm]]
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** Explosive mining can be performed with any explosive weapon, but is typically done with [[C4 charge|C4 charges]]
 +
* Sufficient [[LBE|inventory]] space to carry ore out
 +
 
 +
 
 +
= Mining process =
 +
 
 +
As explained above, the Independent Miner Pass is only valid for one visit, as such it is recommended to make the most out a trip in the mineshaft.
 +
 
 +
== Mining facility layout ==
 +
 
 +
Every mine has a depth expressed in '''levels''', each level has a random amount of visitable '''mineshafts''', and each mineshaft has a random amount of '''sections''', which are the equivalent of rooms, but with only 2 possible directions: forward (towards the end) and backward (towards the elevator).
 +
 
 +
The amount of levels in a mine is fixed and depends on the location of the mining facility:
 +
* Heshbar: 24 levels
 +
* Kazama: 28 levels
 +
* Lenox Corner: 18 levels
 +
 
 +
In each level, the amount of '''mineshafts''' that can be found is equal to '''4+level number''' (e.g. Level 6 will have 4+6 = 10 mineshafts). Mineshafts are numbered using '''letters''' (e.g. shaft A, B, C, D...). Each mineshaft is '''3d10 sections''' long, and sections are numbered using '''numerals''' (section 1, 2, 3...).
 +
 
 +
The location of a character exploring a mine can therefore be formatted this way: '''Level xx / Shaft yy / Section zz''' or simply '''xx-yy-zz'''. An additional "section 0" also exists, and acts as the central hub, as it is the location of the '''mine elevators''' used to switch levels. All a player has to do is simply tell the GM which level and shaft they intend to access; the GM may then roll to determine the amount of sections in that shaft, then begin generating each section's contents as the player character explores them.
 +
 
 +
== Generating mineshaft sections ==
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 +
The process is very similar to generating UA rooms, but is comparatively greatly simplified. When a player character enters a section ''for the first time'', the GM will roll a '''1d100''' to determine what is found inside; refer to the table below. Each section's contents are generated only once; it is advisable to keep track of which sections have been explored and what is left in each.
 +
 
 +
Once a player character is done in a particular section, there are only 2 possible directions: '''Forwards''' (into the next unexplored section, towards the end), or '''Backwards''' (into any of the previously explored sections, towards the elevator).
 +
 
 +
=== Mineshaft section event table ===
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{| class="wikitable" style="font-size:10pt;text-align:center"
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|-
 +
! Roll result !! Event
 +
|-
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| '''1-10''' ||style="text-align:left"| Nothing: This section is empty.
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|-
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| '''11-60''' ||style="text-align:left"| Chance to find a '''[[creature]]'''. The GM rolls a '''1d15-(current mine level)'''.<br/>If the result is 0 or higher, this section is empty. If the result is negative, the GM rolls '''&enc-regular'''.
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|-
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| '''61-95''' ||style="text-align:left"| This section has an '''ore patch'''; see the section below.
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|-
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| '''96''' ||style="text-align:left"| This section has abandoned items: the GM rolls '''1d3 &stuff'''.
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|-
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| '''97''' ||style="text-align:left"| This section has an abandoned weapon: the GM rolls '''&wpn'''.
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|-
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| '''98''' ||style="text-align:left"| This section has abandoned ammunition: the GM rolls '''&ammo'''.
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|-
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| '''99''' ||style="text-align:left"| This section has abandoned foodstuffs: the GM rolls '''1d3 &food'''.
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|-
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| '''100''' ||style="text-align:left"| This section has one abandoned, already-mined ore bundle: the GM rolls '''&ore''' to determine type, then '''1d100*5''' to determine the ore bundle's weight in grams.
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|}
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 +
== Ore patches ==
  
 
(WIP)
 
(WIP)
 +
 +
 +
= Mining skill levels =
 +
 +
(WIP)
 +
 +
{| class="wikitable sortable" style="font-size:10pt;text-align:center"
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|-
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! Skill level !! SP !! Effects
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|-
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| Unskilled || 0 || ?
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|-
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| Basic || 100 || ?
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|-
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| Skilled || 250 || ?
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|-
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| Expert || 500 || ?
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|-
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| Master || 1000 || ?
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|}
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 +
Legend:
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* SP: Skill Points needed to reach this level
 +
  
 
[[Category:Abilities]]
 
[[Category:Abilities]]

Revision as of 17:35, 11 February 2020

Navigation: Main Page Game mechanics Skills Mining



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Mining is both the name of a non-combat skill and an associated activity.

Mining is the act of extracting useful ores from underground veins and deposits. The ores mined are typically of useful (and therefore valuable) metals and gemstones. Player characters can visit mining facilities and explore mineshafts to look for ores to mine out, which can then be exchanged for metal ingots, gemstones, or directly into cash.


Requirements

Already-mined bundles of ore can rarely be found in the Uncivilized Area, but in order to find ore in sustainable quantities, it must be mined. To mine ores, a player character must head to a mining facility and be in possession of certain items.

Required to enter the mineshafts of a mining facility:

  • An Independent Miner Pass, found for sale at mining supplies stores for Parallar symbol.png500 and valid for one visit. After leaving, a new pass must be purchased in order to be allowed inside again.

Not strictly required, but highly recommended equipment for actual mining:

  • Mining tools; certain weapons count as Mining tools. There are three methods: Pick mining, Drill mining, and Explosive mining. All three call for the Mining skill, but with different results and outputs.
    • Pick mining requires a Pick-axe or a Mattock
    • Drill mining can only be performed with a Drill Arm
    • Explosive mining can be performed with any explosive weapon, but is typically done with C4 charges
  • Sufficient inventory space to carry ore out


Mining process

As explained above, the Independent Miner Pass is only valid for one visit, as such it is recommended to make the most out a trip in the mineshaft.

Mining facility layout

Every mine has a depth expressed in levels, each level has a random amount of visitable mineshafts, and each mineshaft has a random amount of sections, which are the equivalent of rooms, but with only 2 possible directions: forward (towards the end) and backward (towards the elevator).

The amount of levels in a mine is fixed and depends on the location of the mining facility:

  • Heshbar: 24 levels
  • Kazama: 28 levels
  • Lenox Corner: 18 levels

In each level, the amount of mineshafts that can be found is equal to 4+level number (e.g. Level 6 will have 4+6 = 10 mineshafts). Mineshafts are numbered using letters (e.g. shaft A, B, C, D...). Each mineshaft is 3d10 sections long, and sections are numbered using numerals (section 1, 2, 3...).

The location of a character exploring a mine can therefore be formatted this way: Level xx / Shaft yy / Section zz or simply xx-yy-zz. An additional "section 0" also exists, and acts as the central hub, as it is the location of the mine elevators used to switch levels. All a player has to do is simply tell the GM which level and shaft they intend to access; the GM may then roll to determine the amount of sections in that shaft, then begin generating each section's contents as the player character explores them.

Generating mineshaft sections

The process is very similar to generating UA rooms, but is comparatively greatly simplified. When a player character enters a section for the first time, the GM will roll a 1d100 to determine what is found inside; refer to the table below. Each section's contents are generated only once; it is advisable to keep track of which sections have been explored and what is left in each.

Once a player character is done in a particular section, there are only 2 possible directions: Forwards (into the next unexplored section, towards the end), or Backwards (into any of the previously explored sections, towards the elevator).

Mineshaft section event table

Roll result Event
1-10 Nothing: This section is empty.
11-60 Chance to find a creature. The GM rolls a 1d15-(current mine level).
If the result is 0 or higher, this section is empty. If the result is negative, the GM rolls &enc-regular.
61-95 This section has an ore patch; see the section below.
96 This section has abandoned items: the GM rolls 1d3 &stuff.
97 This section has an abandoned weapon: the GM rolls &wpn.
98 This section has abandoned ammunition: the GM rolls &ammo.
99 This section has abandoned foodstuffs: the GM rolls 1d3 &food.
100 This section has one abandoned, already-mined ore bundle: the GM rolls &ore to determine type, then 1d100*5 to determine the ore bundle's weight in grams.

Ore patches

(WIP)


Mining skill levels

(WIP)

Skill level SP Effects
Unskilled 0  ?
Basic 100  ?
Skilled 250  ?
Expert 500  ?
Master 1000  ?

Legend:

  • SP: Skill Points needed to reach this level