Author Topic: user defined craft items  (Read 436 times)

Deddarus

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user defined craft items
« on: February 13, 2004, 01:51:45 am »
basically this is bringing together concepts relating to different craft skills

what i would like to see is all craft skills facilitating the creation of wholly new items by players

eg

1. brewing - as mentioned ingredient mix and fermentation times produce different products

2. animal husbandry - as mentioned breeding 2 animals to create a wholly new 1 (not graphically but statistically)

3. smithing - blending different ores to produce different alloys with different characteristics

4. alchemey - blending different ingredients in different quantities to produce varying potions

(also here a combination of herbalism and alchemey by a player skilled in both arts could produce further variety)

5. cooking - different ingredients, quantities and cooking times produce different products

this would allow players to easily discover simple combinations but more complex combinations (which would also require more skill) may result in much better products and the recipes will be a closely guarded secret

eg a player discovers by adding brimstone ore to a mix of iron and copper he can produce an alloy that is easy to smith into a sword but is durable and deals fire damage

Kuiper7986

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« Reply #1 on: February 13, 2004, 03:19:13 am »
well I\"m not sure how your saying but if your saying there should be user prefabricated items then yes. But if your saying anyone should be able to making anything about of everything then no.
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

Kixie

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« Reply #2 on: February 13, 2004, 03:21:52 am »
I think the crafting skill should also determine your craftyness. like what you can make from things. like if you have a real high crafting skill you can make a bow out of a branch from a tree. And you can make the string and arrows from ligaments and bones...

dfryer

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« Reply #3 on: February 13, 2004, 04:04:27 am »
The more generic and realistic you make the system, the harder it is to implement.  I\'m all for a highly intricate crafting system, but at the end of the day someone has to write code, design rules and create graphics.  There will probably have to be some practical limitations on the combinations that are possible, it\'s a matter of dev hours, I think
Quidquid latine dictum sit, altum sonatur.

Deddarus

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« Reply #4 on: February 13, 2004, 11:40:32 am »
as an overview of how i envision this to work i offer this layout

food/edible/plant items:

eat_effect
eat_effect_strength
optimum_cook_time
potion_effect
potion-effect_strength
optimum_mix_percent
cook_skill
herbology_skill

mineral/ore items:

refined_strength
refined_effect
refined_effect_strength
optimum_forge_temp
optimum_mix_percent
refine_skill

lemme explain

2 plant items are mixed into a potion (A and B)

A has these values:

potion_effect: speed increase
potion-effect_strength: 100
optimum_mix_percent: 30%
herbology_skill: 70

B has these values:

potion_effect: size increase
potion-effect_strength: 50
optimum_mix_percent: 90%
herbology_skill: 50

these ingredients are mixed at a 30(A)/70(B) ratio

the resulting potion will be as follows

effect = speed increase (100) + size increase (50-(90-70
) = 30)
required skill to make = 70+50 = 120

thus if the player has 120 skill in herbology they can mix these ingredients to produce a potion which will give +100% to speed and +30% to size

by mixing at a 10(A)/90(B) ratio the results (i wont do the maths here) would be

speed +80%
size +50%
skill to make = 120

thus you can get a variety of potions with the same effects but different strengths for the same skill requirement ie you need to be this good to make that type of potion but to get the best strength potion you need to discover the optimum blend