Finally, for those who don't like the term "rubble", "tailings" is technically what the remaining bits of rock left over after extracting the valuable bits is called, and "overburden" is the rock and soil that lies between you and the valuable rocks and ores. (That "tailings" link also includes all sorts of interesting ways for disposing of the tailings.)
I've been calling it mullock mostly, personally, as that indicates its lack of use for ore.
why? no really, why should we add something that will cost fps, time, and dwarves. and all it accomplishes is being frustrating and time consuming?
Now who's just dragging their feet on a concept?
It will not cost FPS, but yes, it will cost time and dwarves. That's the whole point: Gaining stone resources
should cost more time and dwarves.
Value in this game is a function of their utility (and stone is nothing if not absurdly useful in this game, much less metal ores), but also in their
scarcity, and the
cost in game-terms it takes to achieve them.
In order to make this a properly challenging game, stone (and ore) must be not be freely available to solve all your needs. It is for this same reason that I have argued as I have regarding farming (food and lumber and clothing and alchemical resources). We need to make our organic and inorganic resources scarce enough that we are
not, as you put it in the last thread, just trying to get rid of our resources because we are drowning in so many of them. Stone needs to have
value for the game's resource management to have meaning, and for it to have value, it cannot be available freely. To be a complete game, you will need to put some effort into getting your stone.
For farming the organic resources, this means that your resources are infinitely renewable so long as you take the time to actually set up a system for composting fertilizer to give back to the land as you take crops that take nutrients from the soil. This sets a functional limit on your capacity to pull resources from the land as the amount of nutrients you can replace after you take.
For stone, ores, and gems, the inorganic resources, there is a finite (but massive) quantity of goods, and so the system that limits how much you can use at a time must therefore be related to the way in which you extract those resources.
The way to do that is to make gaining those resources take more time and dwarves.
The ideal situation from a game-standpoint is that you have some other function, such as cave-ins in play such that you are having to play a guessing game to try to triage where your mining resources can best be spared, and what the best point to try getting at those minerals you suspect will be found. (Having geological signs that point to where valuable minerals will be as a gameplay aid in this regard, such as quartz veins indicating more valuable metal ores ahead.) If this were a more puzzle-like game, I would want to make players sweat choosing which deck of cards to draw from. Choosing where to devote their mining resources should be a game like that. In the meantime, how much of your labor force you can afford to devote to mining resources should be a very open question, as farming and military among others should be vying for your preciously short supply of labor.
The fact that cave-ins and rubble are completely realistic mining problems are just bonuses to this gaming need for a challenge to your capacity to triage your resources. It satisfies both the realists and those who want to play a challenging and rewarding game.
On its own, yes, that would just make the game go slower, but that's ignoring how interconnected mining is to damn near everything. In farming, people say they want to just make farms take more area to produce food - but if generating huge space underground is still easy, that's no obstacle at all. Make excavation of a huge space slower, however, and it's not such an easy answer to your every problem anymore.
Most players now just start off by digging straight into a hole and sorting things out from there, because that hole is easier to defend. If it's not nearly that easy to just dig a stairwell straight down from right beside the wagon, however, suddenly defense becomes a much harder subject when you have to defend your initial (partially aboveground) encampment until you can excavate enough underground space to actually fit your fortress underground.
The problem isn't that I'm not seeing the game for the simulation, it's that you're not realizing an easily accessable lego bin isn't really a game, it's just a palette for painting. Minecraft doesn't have much game to it, either, past surviving your first night, finding food, and then, once the only real challenges are gone, maybe killing a boss. The bulk of the game is just moving blocks around for aesthetic purposes alone. That's fine for minecraft, but DF can be much more of a game than that. It has to start by rebalancing the resources you have at your disposal to make the game actually challenging enough for people to remember what the game actually is - a game of trying to survive on
limited resources.
And incidentally, I also want to make dwarves themselves "cost" more, which is the purpose of the Class Warfare thread - fortresses having internal stresses that require the expenditure of resources and player effort to keep the dwarves themselves running optimally, with a progressing degree of difficulty as the fortress itself matures. Simply making a fortress that doesn't collapse under its own weight should be a
challenge, not just because you haven't learned the controls yet, but because it is a genuinely hard thing to do, even when you know what you're doing.
I've played city-builder games like Pharaoh and the Caesar series - this game
should be hard to learn how just to survive up until the first enemy army actually comes along to finish you off, and a great part of the fun is in just figuring out how to FIT all the industries you need into a secure area within access range of all support services.
If people don't want to play the game with a challenge, and want to play legos, they can just do what they've been able to do up to now: turn off eating, sleeping, drinking, sieges, cave-ins, and set SPEED:0 and minerals to max. We shouldn't set this game permanently to simplified easy mode to satisfy the lego-players when they can still have their legos while we can also have a real challenge.
Ugh, ninja'd
5 6 times over... I'll respond to that later.