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No Cancer RP
[DarkRP] Retro Miner overhaul - Printable Version

+- No Cancer RP (https://www.nocancerrp.com/Forums)
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+--- Forum: Suggestions (https://www.nocancerrp.com/Forums/forumdisplay.php?fid=5)
+--- Thread: [DarkRP] Retro Miner overhaul (/showthread.php?tid=2208)



[DarkRP] Retro Miner overhaul - K4su - 03-16-2022

Description
The job Retro Miner doesn't seem very profitable as it is now. I suggest the following changes make it more profitable and interesting to play:

  • Add entries to the tech tree, such as
    • Increase revenue, which unfortunately is already very low
    • Increase machine's speed
    • Increase machine limits (the amount a player can place of each type)
    • Increase inventory size
    • ...
  • Increase machine limits
    Currently, only two refiners per ore can be placed. At higher levels, this is too little to get enough coal refined.

Advantages
The job becomes profitable again and more players will enjoy playing as Retro Miner.


RE: [DarkRP] Retro Miner overhaul - Lawn Chair - 03-17-2022

Agree on the pocket limits, revenue, and speed. Personally, I would buff the speed of refiners over letting players buy more. The mines can already get pretty cramped with everything set up.

I would add this: Make the smelter/furnace hold like 100 ore and run continuously. Maybe add a "Metals Vault" that is more expensive than the case, but could hold 64 bars or something. It's really difficult to manage to keep everything running efficiently when you can't just set and forget the smelter.


RE: [DarkRP] Retro Miner overhaul - K4su - 03-17-2022

Another one would be to increase storage size of the individual machines and lower the required materials, e.g. less coal for the melter.


RE: [DarkRP] Retro Miner overhaul - K4su - 04-06-2022

Can I assume this suggestion to be rejected as there has been no activity within almost 3 weeks?