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1) Pickaxes will gain the ability to be enhanced with diamond. Nothing else, just diamond. This can only be done by Nurmof, with 10 un/cut diamonds and 1.5 million cash. The new pickaxes will have an additional 20% success rate at mining a rock, after being enchanted with the appropriate spell.
one, 1.5mill is too expensive... that wont keep the autoers away, it'll just keep the beginners away. also, pickaxes don't work like that...
starting from bronze and going up, it takes an additional swing to mine each ore, if you miss it on the first swing. bronze = 8 strikes, iron = 7, steel = 6, mith 5, addy 4, and rune 3. try it out some time... anyway, diamond tipping would have to work a bit differently... unlike tai bwo wannai machetes, you aren't hackign at something soft and splintery like wood. diamonds, tough as they are, are meant for slicing, not stabbing, because in stabbing, they shatter along the natural fault lines that all gems have. so really, i'd say jagex should jus tadd the flipping dragon pickaxe already, and make it require 60 attack (or strength) and 61 mining... that way autos couldn't get it, skillers couldn't get it, and it would be like a d wc axe in terms of difficulty to get... not very. the diamond tipping thing could work, but it would decrease the strike limit by one instead, and it would have to degrade after a certain number of rocks mined.
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2) A quest involving the end of the Red Axe storyline (lv85+, so no lv3 nubz) will open up a large mining area, containing three large pillars of ore. Coal, Mithril and Adamant. These rocks allow continuous mining (much like trees and essence) but degrade over time. A maximum of 100 ore can be mined from these rocks (to all players mining the rock) before they need to respawn which takes 1, 2 or 3 minutes respectively. These rocks give 25% less experience than mining a regular rock.
yeah, higher levels are cool, but you don't have to be able to wear barrows to get access to skilling stuff... just make a monster in the quest that starts off by hitting you for 50 damage instantly, then is totally lame after that. or liek a giant chinchompa sort of thing, that is blocking the way to the cave, and to get in you have to kill it, and make it explode for 40 damage to you. otherwise, i sort of agree with this one... mining does need continuous high level ore sites.
i imagine a quest reward where a massive deposite of mithril and adamantite is found, and they blow up th ewalls to release the ore down in a rockslide, then you go mine it from the stock. i'd think that's be sorta cool... have a real demolition mining experience.
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3) A dwarven achievement list of some sort will allow (with hard gloves) the use of a special furnace which requires 75% of the amount of coal needed to smelt bars. 2 for steel, 3 coal for mithril, 4 for adamant, 6 for rune. This area will not have a teleport function like the Shilo Village area.
These gloves at medium level and above will give an extra 10% experience boost to mining an ore.
they already have the blast furnace 60 smithing plus. that requires half of the coal to smith stuff, and if you get a good group together, it can take like 30 seconds to make your bars... and at rune and addy levels, you can afford to take the 2 minute walk to the bank and back for that ease of supplies and simple 1 shot whole inventory of bars.
if you want easier smithing at the furnace, then look at the services section on this site for details... i can help, im a smithing fan as well.
ps if you ever have evil schemes in smithing that you want to share, im the one to vent to
