VanKrill Posted May 21, 2014 Share Posted May 21, 2014 (edited) I'd go a completely different direction, when seeking to make a new mining concept. I'd make a number of complete mines, all the tunnels, shoring beams, tracks, Ore deposits and carts full of rock. There would be many tunnels going off in all kinds of directions. Then I'd take away any permanent candles, torches or lights. I'd place across the tunnels at appoximately 2 meter linear tunnel length positions, tunnel wall end segments. Initially, all of these end segments would be enabled, visable, and blocking movement by havoc physics. The end segments would have various texture maps with "Clues" as to the richness of Ore potential leading in that direction. At an Intersection, Depending on the Mine layout, you could pick only one, sometimes two, and rarely all three faces to excavate. Once one or more faces are chosen, the other faces are "Locked out" by warning messages that state, "The other tunnels leading from this local have made the mine unstable, you cannot continue to tunnel in that direction, the mine will collapse." To work a face, you would need to use a Rock Drill, held by your follower, with basic mining skill, while you pound away, drilling a hole into the rock face. A bar graph will show current hole depth. There would be a consequence to picking the "Right" depth of hole, depending on the type of rock, and ore, and current stability of the mine ( amount of rumbling and falling pebbles ). You then insert one or more charged soul gems into the hole, with a strand of quicksilver runecord attached. You then pack sand and rock into the hole behind the "Charge". Spell laid on the Runecord will traverse the cord in a few seconds resulting in a huge blast, which would kill any nearby. The number of soul gems, and the type of soul stored, would affect the power of the blast. The depth of the hole would determine how much couples into the rock (possibly too much, causing a cave-in) vs. how much throws high speed rock debris out into the passage. If you overcharge a hole, you will bring down the whole section of the mine, locking it out. If you undercharge the hole, you will fail to shatter the rock, and the cracked surface will now be much harder to judge a proper charge size to clear the section. The RuneCord can be cut to length to set the amount of time you give yourself to run back to cover... but damn that stuff is expensive! There would be visable clues in the rock faces, which show how hard the rock is, and how much charge is required. Also, the time and effort to drill the charge hole will be a good indiction of the surface stability. It will be something that is setup consistantly enough for the player to actually learn a skill of picking the right sized charges. The end wall would then be disabled, and a bunch of rubble object enabled in the passage. You will have to clear that by shoveling into an ore cart before you can move forward to the new face(s). If you don't follow the "Ore Color" clues in the rock faces, and just mine faces randomly, you are far more likely to miss most of the ore in the mine, than find it, because you will lock out the pathways to the good ore bearing faces. In some reveal tunnel sections, there will be hollows leading into underground caverns, which will release monsters and falmer of various types, and sometime even led into underground tombs and ancient buried falmer cities. Sometimes it would open into an underground thermal gyser, or a underwater river, filling the mine up to a given level with water, ... be prepared. In some cases, a bad turn, a false passage, can be back filled, but it will always be unstable. Spells can be used to fuse the rock to stabilize the face, but at a cost of soul gems and time. If the player would rather go cheap, unstable sections of tunnel can be "DoubleShored" or even "TripleShored", at the cost of time taken to log the wood, and put it in place. In this type of mining, soul gems are found in deposits. An efficent miner has the calm to charge his gems by the monsters released as he tunnels. Cave-ins will cause health and fatigue damage, and often lock the player in a place were they can fight, but cannot move, and the newly opened hole into the cavern reveals glowing eyes and wicked laughter.... Bethesda should hire me. BTW, I'm working on this concept as part of my Immersion Compliation series of mods. - Edited May 21, 2014 by VanKrill Link to comment Share on other sites More sharing options...
VanKrill Posted May 21, 2014 Share Posted May 21, 2014 Nobody at all likes that mining idea? Frankly, I'm a bit shocked?! Link to comment Share on other sites More sharing options...
Sha1yen Posted May 24, 2014 Author Share Posted May 24, 2014 I think the wall of text scares people :P While your stuff seems really cool, it's a bit over-the-top for me tbh. I just want a proper animation for swinging away at the ebony ore veins x) Link to comment Share on other sites More sharing options...
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