Mining
From Neverend
Mining, harvesting, logging, woodchopping, and gardening use an action based combat system, rather than a point and click interface. In this way, objects are destroyed but leave behind resources.
Yield of resources is based on skill in harvesting, tools used, and method used.
A yield of 0 will occur for normal attacks and offensive spells targetted at harvested objects. A fireball or maul will destroy a tree, and not leave any useful materials. It will instead leave debris, sawdust, or ash if it is fire based.
[edit] Tools
Tools should be appropriate. The default tool is bare handed, or clawed for some creatures, but barehanded will have a low effectiveness, usually 0, meaning nothing is accomplished. The exception is gardening, where barehands have a 40% effectiveness on plants, and produce a good yield. "Better" gardening tools include gloves, rakes, hoes, shovels, trowels, pitchforks, etc. A tool with no effectiveness would be an axe, a pickaxe, or a weapon, either producing no effect or destroying the object.
Objects have health that is lowered by repeated attacks of the appropriate tool. A miner using a pickaxe may reduce the health of a deposit by -5 per swing, until the deposit is destroyed, leaving behind material. A group of miners can gang up on an object to destroy it in less time. Objects can be partially damaged, such as attacking a tree to 50% health. The tree will be visibly damaged, having a "half health" texture, but will remain standing without distributing material. If it continues to be attacked with an axe, it will yield wood.
Objects damaged by combat effects or fire will have a lower yield than normal. Objects brought to 0 health by combat effects or fire will have no yield of materials. A swordsman hacking a tree to death will yield no material.
Once an object is turned into a pile of materials, the materials are then moved to inventory or to a container. Inventory includes players, animals, monsters, and NPCs. Containers include barrels, boxes, crates, wagons, trailers, wheelbarrows, and ships. Containers that can also store players will take up space designed for a player, so that a cart will "be full" if filled completely, but "have room" if filled halfway. Similarly, a wagon filled completely with people will be too full to hold logs or hay.
[edit] Group resourcing
Since materials are placed on the ground freely, NPCs will act on piles of material as free resources. One pile of lumber or five piles of lumber will be a resource to be gathered. This group ownership of material may come in to conflict with different groups working together, or with thieves or individuals who run in and run out.
The ultimate goal is to have a large quantity of material gathered and stored, and brought to a safe place where deals can be made. Workers gather so many materials in so many crates, and are paid based on time or on crates filled. Owners may split payment based on total number of crates. Deals of ownership and payment should be made after material has been gathered and stored, not when it is in a pile.
Gathered material is accounted for in an area, and reported to owners and managers. The quantity of gathered materials is saved for all involved workers, and the workers of a specific guild. This allows owners to keep track of how much was gathered, who gathered the most, and if any material is missing or stolen.
[edit] Destruction
Materials are destroyed in fire effects, offensive magic effects, and siege effects. A flaming cannonball will demolish a pile of material easily. A fire will gradualy deplete the quantity of material to 0.
Materials are destroyed during crafting to make crafted items. Materials may be destroyed completely, have a percentage be destroyed, or be destroyed but leave a byproduct.
A brassworker might use 5 ingots to make a sword, but exceptional luck might have the recipe consume 4 ingots, leaving one left over. Crafts such as woodworking will leave sawdust as a byproduct of usign wood.
