
I always wanted to add a prospecting skill. My issue is that mineral outcrop are not supposed to randomly spawn, like trees or plants could, so this is not open world. I mean that if a vein is not identified, I am not supposed to make it disappear, to keep the world behaving "dynamically". Well, I have to think about this. Maybe a proper prospecting success could identify specific rock snails, and thus increase the chance to loot specific components (mining being a general skill, prospecting increasing chance to find very specific components.)
And then I would have to create items that would need specific components to be crafted (jewels, mostly, I think).
I am also considering having a cost to craft item (the option already exists to need copper coins to craft), to simulate various little costs to craft something. All money would disappear in case of success, but the player would recover some of it in case of failure. That is needed IMHO to have the economy going, and find some more use to money, and thus increase the interest, for me, to provide it more often as loot.
Any opinion about this ?
Actually, a dying stone snail could spawn a little mineral vein, that would need to be identified to be properly mined, thus requiring a prospection check.