- mining for new articles
- an auction house system to buy, sell and speculate on articles.
There will be 3 types of highscores:
- A highscore based on how much corridors the user has already mined
- A highscore based on the total cash of the user
- A highscore based on the value of the users inventory. Each article has a recycling-value and the total value of the inventory is the combined value of all the articles in the inventory.
To make the dataminer more focussed on the articles, we would add a auction system to the program. This will allow users to buy and sell the articles they mined. They can speculate on how much an article will be worth in the future. This creates an economy within the game, partially dependent on the base values of the articles, and partially created by how much an article is worth to the users.
The mining part of the game will generate the articles to keep the economy alive. The user starts by mining at the surface. He will get articles from all categories. When mined deep enough, he can choose in which direction to mine. Depending on the direction, he will get articles from other categories. The articles are in a tree-structure, and the further the user has mined in a certain direction, the more he can refine his search for articles. If there is a world-cup football, a user will probably want to find articles in the category sport-football, since those will be worth more at that time. This makes users follow the news, to know which articles they have to look for, further increasing the purpose of the game.