get rid of mining skill, merge it with construction

Started by rina_m, December 30, 2016, 03:40:43 PM

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rina_m

since IRL digging mines is really a matter of --building-- them

it would be nice to need less specialists/backgrounds for this really one-sided skill


Primal Lord

There's a few of us still mad about how they merged construction and repair, throw mining in there too and it's fuel on the fire, in my personal opinion, i'd like repair to be it's own priority and merge construction and mining because i always have my construction team as miners, but i set everyone to repair.

Sola

Mining and Construction are already very useful abilities in their own rights.  Combining them would be applying a disproportionate amount of power to a single skill.
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0

NolanSyKinsley

#3
IMHO no, this would be horrible. You need the separate mining and construction tasks as they will need to happen concurrently, and with different importance, so need the ability to schedule them individually.

That being said, most mines are without support, unless they are very deep, or in an unstable environment, they are just mined out very carefully to specific height/width that they know the terrain can support which requires specific engineering skills and geological knowledge that does not apply to general construction.

schizmo

Quote from: NolanSyKinsley on December 30, 2016, 04:31:44 PM
IMHO no, this would be horrible. You need the separate mining and construction tasks as they will need to happen concurrently, and with different importance, so need the ability to schedule them individually.

That being said, most mines are without support, unless they are very deep, or in an unstable environment, they are just mined out very carefully to specific height/width that they know the terrain can support which requires specific engineering skills and geological knowledge that does not apply to general construction.

True but in this case it is the player who makes those geological decisions when ordering the pawns to mine, and a player who makes a poor judgement call will surely end up killing their pawn in the mine because the pawns just whack the rocks, they don't make the decisions. If anything, rock whacking has inherently more to do with Melee than construction, but I can see the appeal. 

MikeLemmer

I would prefer to group chopping wood with mining instead, since they both involve gathering resources by striking something repeatedly with a tool.

Primal Lord

Quote from: MikeLemmer on December 30, 2016, 06:10:15 PM
I would prefer to group chopping wood with mining instead, since they both involve gathering resources by striking something repeatedly with a tool.
Just cutting wood or plant cutting altogether? if merging plant cutting and mining they could rename the skill to gathering as like you say, they both involve gathering materials

MikeLemmer

Quote from: Primal Lord on December 30, 2016, 06:23:01 PM
Quote from: MikeLemmer on December 30, 2016, 06:10:15 PM
I would prefer to group chopping wood with mining instead, since they both involve gathering resources by striking something repeatedly with a tool.
Just cutting wood or plant cutting altogether? if merging plant cutting and mining they could rename the skill to gathering as like you say, they both involve gathering materials

Just cutting wood, since there doesn't seem to be a failure chance like there is for harvesting berries. I would personally put berry-harvesting with Growing and grass-cutting with Cleaning, just because Plant Cutting is currently this weird mishmash of plant-related activities.

rina_m

mining and building can and should be separate chores, im suggesting they be made derivative of the same skill

NolanSyKinsley

Quote from: MikeLemmer on December 30, 2016, 06:10:15 PM
I would prefer to group chopping wood with mining instead, since they both involve gathering resources by striking something repeatedly with a tool.

I don't think this is a good idea either, it is a separate task for growing so you can train up your growers without risking losing harvested food.

Lightzy

Do the 'endgame' mining ... workshop things... work with mining skill?
If yes, then probably great, mining is an excellent skill.

Otherwise yeah, mining is a nearly irrelevant skill.
I know it's irrelevant because I never ever ever looked for a pawn with mining skill when generating a new colony. Even when doing a mountain home. There's only so much you need to dig.

darkrage000

Quote from: Lightzy on December 31, 2016, 07:06:22 PM
Do the 'endgame' mining ... workshop things... work with mining skill?
If yes, then probably great, mining is an excellent skill.

Otherwise yeah, mining is a nearly irrelevant skill.
I know it's irrelevant because I never ever ever looked for a pawn with mining skill when generating a new colony. Even when doing a mountain home. There's only so much you need to dig.

Unless the plan is to make it so a higher mining skill produces more useable ore than a person with less skill.

but merging skills is not even remotely realistic. A botanist knows nothing about constructing a house, or mining materials out of caves. none of those jobs are even remotely linked.
besides, i want my people doing different jobs, rather than a 'group' of jobs. I dont want my farmers to run off mining steel for a construction job when they need to be planting food for the season.
Which is why we have priority settings. my farmers CAN go mine steel, but only AFTER they have finished planting the fields of corn.

MikeLemmer

Quote from: NolanSyKinsley on December 31, 2016, 06:37:06 PM
Quote from: MikeLemmer on December 30, 2016, 06:10:15 PM
I would prefer to group chopping wood with mining instead, since they both involve gathering resources by striking something repeatedly with a tool.

I don't think this is a good idea either, it is a separate task for growing so you can train up your growers without risking losing harvested food.

You can assign Growing trainees to Growing when it's planting time (no failure chance) and removing them when it's harvesting time. As-is, Plant Cutting also covers harvesting berries as well, which does have a harvest failure rate, and whenever I'm harvesting berries I'm so low on food that the harvest failure rate matters more to me.

Also, a quick check showed the only Plant Cutting activities that raise Growing XP are Tree Chopping and Harvesting Berries/Agaves, and the Tree Chopping XP is so negligible (about 80 XP per tree chopped at base 100%) you would get more XP from sowing 2 tiles, so I'm not worried about it being a "safe" source of Growing XP.

MikeLemmer

Quote from: darkrage000 on December 31, 2016, 08:22:25 PMbut merging skills is not even remotely realistic. A botanist knows nothing about constructing a house, or mining materials out of caves. none of those jobs are even remotely linked.

We already have a single skill (Crafting) that covers everything from crafting pulse rifles to sewing shirts to rolling joints, so realism may not be the best argument here. Personally, I would say Chopping Wood has more in common with Mining (hard, repetitive manual labor) than Picking Berries, whose only connection to woodchopping is they both involve plants.

darkrage000

Quote from: MikeLemmer on December 31, 2016, 08:31:01 PM
Quote from: darkrage000 on December 31, 2016, 08:22:25 PMbut merging skills is not even remotely realistic. A botanist knows nothing about constructing a house, or mining materials out of caves. none of those jobs are even remotely linked.

We already have a single skill (Crafting) that covers everything from crafting pulse rifles to sewing shirts to rolling joints, so realism may not be the best argument here. Personally, I would say Chopping Wood has more in common with Mining (hard, repetitive manual labor) than Picking Berries, whose only connection to woodchopping is they both involve plants.
i would like to disagree with that point. a miner would know nothing about how to properly be a forester. he wouldnt know how to set up the tree to fall where he wanted it, how safe was it to climb the tree to strip the limbs, how rotted was the tree and how would that affect its fall, etc etc.
just like a forester wouldnt know one ore rock from another in the mine, or how deep he could go safely, how to set up the supports, what gases could he run into in the mine, how stable is the area he is digging, etc etc.

just swining a tool doesnt give either one of them any knowledge of the others job.

to say they should be together because they both swing a tool, a carpenter swings a hammer, a melee fighter swings a sword or mace, etc etc.