Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  
veeshan

Resources and Parcel suggestion

Recommended Posts

Resources Changes

-  Remove all resources from keep tiles
-  Parcels surrounding keep tiles are all now R8, 9, or 10 this is just to move the resource a little bit further from the keep so you can dodge 3 times to safety for example but there close enough to keep value on the keeps>
- Remove all Mothernodes from normal tiles more on this later (Along with adding Tree and animal mothernodes)
- Tiles around fort should be R5-r8

New parcels
- Added New parcels, Mines, Dreadlands, Forest (Already got these) Quarries, Farmlands/grasslands each with specific resources in.
- Mines will contain Mothernodes and i feel it should be a parcel with tunnels with rooms and things through out with a couple of entrances simply to add a new type of terrain to fight in. Should aim to get atleast 1 low/mid level one and one high level ones in each faction area (This tiles could replace some of the mountain tiles to be a little more playable space.
-  Forest should similiar to what we have now a little less animals in than currently and add tree mothernodes in there some small bushes to hide in may be interesting aspect aswell.
-  Dreadlands are desolate parcel that contains large dead creatures (Leather mothernodes) along with a some other animals in.
-  Quarries i feel should be similiar to the ravines we have currently in layouts
-  Farmland/grassland are your tiles to obtain your plant food supplies.
You wanna make these somewhat different fighting terrains from eachother mines for example are maze like tunnels and caverns that can be entered from a few location, Ravines you can drop in from the top to ambush, forests have plenty of hiding spots with bushes and tree and things to be sneaky, farmland could have high wheat field and things that can make it hard to see people through and so on.

Biomes/Climates
Each map should have a different climate/biome where you can only find 3 types of each resource in there should be 5 different types and should be able to see what resource can be found there via the map if your familiar with albion you would know how this system works to a degree.
-  All these biomes will contain 3 of each resource type of various quantities so one type of wood/ore/stone/leather type will be common, uncommon and rare where the other 2 would not be found in that map.

Crafting changes
- Change the recipes that use a specific type of resource for example u must have iron to make plate armor to take any metal however each metal will give different bonuses this simply to make iron for example being the most important thing in the world when it comes to plate armor.
- For example
Iron - Higher Physical resistance
Copper - Higher Organic resistance
Silver - Higher Magic resistance
Tin - Balanced resistance
Gold - Slight offence stat bonus (Or you could make this no bonus to combat however slight boost to drop rate/harvest rate quality)

This gives more customisation and doesnt make certain material more reliant than others atleast when it comes to armor constuction (Obviously do the same thing with leather persoanly wouldnt mind seeing wooden armor type aswell since there doesnt seem to be to much need for wood compared to metal and leather)
 


Veeshan Midst of UXA

Share this post


Link to post
Share on other sites
Posted (edited)
On 6/1/2019 at 8:14 PM, veeshan said:

Crafting changes
- Change the recipes that use a specific type of resource for example u must have iron to make plate armor to take any metal however each metal will give different bonuses this simply to make iron for example being the most important thing in the world when it comes to plate armor.
- For example
Iron - Higher Physical resistance
Copper - Higher Organic resistance
Silver - Higher Magic resistance
Tin - Balanced resistance
Gold - Slight offence stat bonus (Or you could make this no bonus to combat however slight boost to drop rate/harvest rate quality)

Would love to see more choices in how a piece of gear is made. I brought up something similar some time ago based on elements of the SWG crafting system.

One of the things about the SWG crafting system that players recall most fondly was the depth of the resource and experimentation systems. There were literally hundreds of specific types of resources, each with specific properties that would add or detract from the final creation. Each spawn of a given resource (lasting 6 to 21 days) was unique, with random values for the properties associated with that material.

Spoiler

 

From: swg.fandom.com/wiki/Resource

Characteristics

Each specific type resource has one or more characteristics that determine how good it will work in a specific application. These affect a crafter's ability to experiment with the product in an effort to improve the result. If a product can be experimented on, there will be a list of the product properties and the resources' characteristics that affect each one. Not all characteristics are important but only those listed in the schematic.

A resource type may have one or more of the following characteristics and their common abbreviations:

  • (CR) Cold Resistance
  • (CD) Conductivity
  • (DR) Decay Resistance
  • (ER) Entangle Resistance
  • (FL) Flavor
  • (HR) Heat Resistance
  • (MA) Malleability
  • (OQ) Overall Quality
  • (PE) Potential Energy
  • (SR) Shock Resistance
  • (UT) Unit Toughness

If a resource has a particular characteristic, it will be a value between 1 and 1000 (see Capped Stats). For a given schematic, the higher the value of the characteristics used for experimentation, the more valuable the resource to the crafter. For instance, the Lubricating Oil resource has the Overall Quality (as do most, if not all, resources) and Decay Resistance characteristics. Note that if a resources can be used in a slot and the slot calls for example Shock Resistance and the material being used like oil does not have it, it seems the crafting system assumes the shock resistance (SR) to be 1000.

 

When it came to experimentation, there were many different categories for the player to place available experimentation points, and the properties of the materials used during assembly greatly affected the number of pips available for each category. For example, experimentation on a Mind Disease Delivery unit was affected by:

  • Charges: Overall Quality 66% Unit Toughness 33%
  • Effective Range: Conductivity 33% Overall Quality 66%
  • Potency: Overall Quality 66% Potential Energy 33%
  • Skill Required: Overall Quality 66% Potential Energy 33%
  • Duration: Decay Resistance 50% Overall Quality 50%
  • Power: Overall Quality 66% Potential Energy 33%

Since there was never a perfect material for anything involving experimentation, a good craftsmen was always looking for materials that would give the best balance for the things they made.

While all this depth was great for players, it was horrid for the server and the devs. Players hoarded material from any spawn that might ever possibly be useful in the future, even if that material was made obsolete by a newer spawn since we never knew how long our stores would last or when another great spawn would happen. Stacks of 1000s of different materials sitting in boxes waiting for the day they might become valuable. It also meant that balance from one server to the next could be greatly skewed due to the random nature of available materials. On one server, a specific material for the T21 rifle (the BFG9000 of SWG) did not spawn for so long, that the devs had to step in and force a spawn.

Rather than reopen that can of worms, I'd love to see harvesters gather the generic resources as we do today, and allow refiners to enhance specific traits of the resources. Craftsmen could use the raw stuff out of the ground, or get the good stuff that better met their needs.

Edited by VaMei

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...