First let me say the way mining is set up is fine the way it is. It functions properly and reaps a fair reward.
But just like the oil lantern was king in it's day, the modern light bulb shines brightest on us all today. So to can the mining skill get a helpful boost in the right direction.
This idea isn't ment to make the mining formula any different then it is. The mining, and lumber, nodes should stay random to prevent AFK resource gathering.
That being said, here we go with my idea on how to improve upon the process of collecting specific types of ore.
Items needed: [Keep in mind we are mining, or cutting lumber, so you will need a shovel/pickaxe, or a wood cutting axe, also]
[Prospectors tools] --- a tool, which holds charges, and is a reward for doing low to high end [Blacksmithing/Tinkering] BoD's
~New~ [Surveyors tools] --- a tool, which holds charges, and is a reward for doing low to high end [Carpentry/Bowyery] BoD's
Skills needed: [Keep in mind these are my personal estimations, and it is up to the staff to set the final skill requirements]
[Mining/Lumber-jacking] --- grandmaster or higher [100+]
[Snooping] --- 100 skill = Dull copper to Blaze --- 120+ skill = the rest depending on how Kane wants to stretch it out.
[Tracking] --- 100 skill = Dull copper to Blaze --- 120+ skill = the rest depending on how Kane wants to stretch it out.
Once the right amount of skill is gained in all mentioned categories, and a miner/lumber-jack has gotten his/her hands on some prospectors/surveyors tools, the process is as simple as double click, click, choose X or Y, walk walk, and mine/chop.
Spelled out in more specifics. Mining/lumber-jacking is simple, but knowing where certain ores/lumbers can be found is any ones guess on a daily basis. Normally the tools would just improve the level of ore/wood found by one in a favorable manor.
My idea is to use the tracking platform, tempered with the snooping skill, to pin point where certain types of ores can be found in an X by Y area.
Normal tracking range increases based on skill, the higher the skill the farther the range. The same should be the case for tracking specific ore types.
Now, when it comes to successfully using the prospectors/surveyors tools a list of potential targets, within the trackable range, should become available. Once again, the process is similar to how tracking works on PC's, NPC's, animals, and monsters.
Lastly, the miner/lumber-jack chooses a target then follows the arrow which is tracking the target to the end destination. The arrow then hovers [points towards or down at] the intended target.
Once at the choose target location, mining/lumberjacking ensues. The final product is a specific type of material chosen by the prospector/surveyor looking over the area in hopes of finding what he/she needed. And don't forget the prospectors/surveyors tool got some use-- spent some charges-- so it's not all shiny and new. Eventually it will run out, but that's the fun of it. We can get more!
[A couple of other notes about the tools]
I think the number of charges found on the tools as loot should be low. [3-15] sounds about right.
Eventually I'd like the tools to be added to the TOOL's keys... so the charges-- for each kind-- could be stacked onto one tool set.
At least one charge should be used, no matter the case, as long as a successful prospecting/surveying of the area has been accomplished. The simple reason is that there should always be risk involved with a reward. I.E. you can't always find platinum, but it should cost you something to check the area out for it, even if there is none to be found in the end.
Please respond as you see fit. Please, however, respond with substance. Saying you don't like the idea is fine, but it is vague. Why don't or do you like the idea.
Thanks for reading.
--Sturger--