credomane wrote:Though I did discover I could cheat the system by placing the burner miner before picking the fighter.
I am aware that this could be an issue. It's the main reason why I implemented things as I did, as follows:
Firstly, the entity is migrated, meaning anything you have in your inventory is copied to the new class.
Then, there's a list of what inventory items you should have as that class, and a list of items to remove.
The array is run through, and as items are removed, others are added. In the case that you've placed the miner already, you get 45 less ammo added.
here's the full list for the fighter.
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{remove = {name="iron-plate", count=4}, add = {name="iron-axe", count=1}},
{remove = {name="iron-plate", count=4}, add = {name="heavy-armor", count=1}},
{remove = {name="pistol", count = 1}, add = {name="submachine-gun", count = 1}},
{remove = {name="burner-mining-drill", count = 1}, add = {name="firearm-magazine", count=45}},
{remove = {name="stone-furnace", count = 1}, add = {name="firearm-magazine", count=45}}
Pretty much every class has that first line. The exception is the miner who has steel axe instead.
credomane wrote:The Builder's crafting speed was noticeable but I had a hard time judging just how helpful it actually was.
Previous feedback tells me it should be faster. current bonus is only 20%
credomane wrote:On closing if the Fighter was made slower and given baked-in resistances instead then it wouldn't feel like such a stand out class compared to the others
I think I am going to look into this, however, the question is how it would then be affected by the armor. It's probably something that to know exactly what is going on would need both in game testing, and a browse of the source code.
credomane wrote:Miner MK2 could potentially smelt materials that require fluids. Though that would be a lot of recipe scanning to create barrel versions of fluid using smelting recipes.
Builder MK2 could use the same thing on the crafting side.
Not really sure what Fighter MK2 would get. More HP and resistances?
in my opinion, the recipes thing is something that would have to be done manually, but it is worth looking into.
credomane wrote:The Miner's mining speed is insanely fast but the slow smelting speed (read crafting speed) severely limited the practical usefulness of the stupid fast mining. Stupid fast mining was really only useful for trees, rocks and coal. Early game coal was so easy to come by because of this. lol
It's hard to judge just how much of an effect the mining speed has, because it's just one component in determining how fast something mines, but I have had previous feedback saying I should reduce it.
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(Mining power - Mining hardness) * Mining speed / Mining time = Production rate (in resource/sec)
Mining time / ((Mining power - Mining hardness) * Mining speed) = Seconds for one resource item
(Tool power - Mining hardness) * (1 + Mining Speed Modifier) * .6 / Mining Time = Production rate (in resource/sec)
This uses a player mining speed of .01 per tick or .6 per second, and their bare hands with no axe uses a Tool power of 1
current values for the miner class have a speed of 0.05, which is 5 times the normal mining speed, where machines (like the oil drill) typically have a speed of 1. definitions are very different, it seems that the 0.01 (per tick) in mining speed on the player could be equivalent to a 0.6 on the mining drill (per second), but I'd need to look at code to be sure. If this is true, it means the miner has a mining speed of 3.
Compare for me if you will, the mining speed of a Bob mining drill MK3 (The one made from titanium, just before the best one, not an area miner) to the miner class player using a cobalt mining axe. if I'm right, they should mine at about the same speed.
Remember, ores have different hardness, so mine at different speeds. it might be easier to tell the difference on a harder ore, like Tungsten.
But yeah, 400% bonus to miner's mining speed and 20% bonus to builder's crafting speed. it's not exactly balanced, is it?