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Mining

4,494 bytes added, 17:35, 11 February 2020
= Requirements =
(WIP)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]]** 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 == 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 ==={| class="wikitable" style="font-size:10pt;text-align:center"|-! Roll result !! Event|-| '''1-10''' ||style="text-align:left"| Nothing: This section is empty.|-| '''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'''.|-| '''61-95''' ||style="text-align:left"| This section has an '''ore patch'''; see the section below.|-| '''96''' ||style="text-align:left"| This section has abandoned items: the GM rolls '''1d3 &stuff'''.|-| '''97''' ||style="text-align:left"| This section has an abandoned weapon: the GM rolls '''&wpn'''.|-| '''98''' ||style="text-align:left"| This section has abandoned ammunition: the GM rolls '''&ammo'''.|-| '''99''' ||style="text-align:left"| This section has abandoned foodstuffs: the GM rolls '''1d3 &food'''.|-| '''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.|} == Ore patches == (WIP)