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Hypothesis on gate creation

5 replies [Last post]
Fri, 12/24/2010 - 14:49
Kaybol
Legacy Username

This might not be revolutionary, but I haven't seen anyone else post it here, at least in a long while. So I decided to share my findings with you all, to hear some opinions.

I think you can see what minerals a certain level was made of, by the minerals you find in that level. It seems the quantities you find in a level relate linearly to the tray that the level was created from.

So instead of creating gates all of one/two colors to see what comes out, you could just look at the minerals in any level and determine what relative quantities of minerals caused the level to be created.

Anyone?

Fri, 12/24/2010 - 15:29
#1
Chronus
I would not doubt if this is how it's roughly shaped.

I believe this idea has been mentioned and discussed before, however we are still just as unsure about it as any other hypothesis. I have noticed trends in certain minerals appearing in certain types of levels. The obvious example being the abundance of Crimsonite in Battle Arena levels (I think we can all justify this relationship by now). Perhaps this hypothesis is a rough draft of what happens; a more general way of thinking about it.

When you think about the logic behind it, though, why would the Devs do this? Once a mineral gets rolling, it starts popping up everywhere: you create a certain level-type based on a certain mineral and suddenly this mineral is a bit too abundant. This results in an abundance of the same level type (CT anyone?). However, I would not doubt if this is how it's roughly shaped. Perhaps the problem I just suggested is the reason they have put random colour minerals in terminals (and created Treasure Vaults). This is to not ridiculously overpopulate one specific mineral, and in turn, one specific level.

My best guess would be that the majority of a mineral that appears in a certain level is based on the composition of that level (what was used to make it). Although, it seems there are some exceptions... so who knows. As it has been brought up before, I believe we need some more official information from the Devs. (Not to mention those still-missing Materials...)

Fri, 12/24/2010 - 17:41
#2
Seth
Legacy Username
I'd like to mention that

I'd like to mention that while the Crimson King map, which from what I hear was meant to be pure Crimsonite, it also has nearly as much Luminite in it, despite a lack of any Luminite areas whatsoever.

Fri, 12/24/2010 - 20:40
#3
Chronus
If gate composition is the main factor...

Well, nothing ever turns out to be "pure" anything, really. That gate may have had more Luminite than Vale, Dark, or Moon in it, for all we know. Though, the Luminite does ring a bell: I think I have noticed more Luminite in the BAs than minerals aside from Crimsonite itself. Perhaps BAs are formed mainly of Crimsonite, with a side of Luminite?

Aside from that, if gate composition is the main factor in determining it's minerals within, what exactly is gate "composition"? Is it dependent on the total mix of everything used to make the gate (say, in percentages) regardless of which level you are looking at, or is it dependent on how many of which sorts of levels appear, each level containing a certain probable mineral outcome? (If you see what I'm getting at.)

Fri, 12/24/2010 - 21:49
#4
Pupu
Legacy Username
Hm

Luminite is odd, since the only yellow level is wolvers den.

Maybe it makes special stages when combined with others?

Fri, 12/24/2010 - 22:16
#5
Pauling's picture
Pauling
This prediction is testable:

This prediction is testable: over the next 10 passes through the same level, take careful note of what mineral types are available. Then, create a set of large, grouped deposits of minerals in the right ratios/composition.

If you get a lot of similar levels to the one in question, that may tell us how to create those levels. So if this hypothesis is true, it'd provide extremely valuable information. (Just remember that you need to do the same level multiple times t account for random fluctuations. The more passes you have, the less random noise in your data)

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