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An Idea For A Full Crafting System


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UPDATE:

Overview:
Resources catagories have a variety of types. Each type in turn has sub types. The subtypes have special properties that are inbued on the final product depending on that that final product is. Resources are gathered from either nodes(manually) or from POI buildings (automatically). These raw resources can be refined to produce better/different/additional effects on the final product. Final products require a recipe and a crafting station (even a disposable temporary one). 
 
Simplified example: A sword has a recipe that calls for up to 3 metals and can take in 1 additive and will produce 1 slot for an enhancement. The crafter can choose from all the metals but decides on using copper and gold to get the static 1.5% life steal. She can also choose to use BloodCopper (.5% lifesteal) or FireCopper (.5% burn effect) and either CrownGold(+1% damage) or PrinceGold(+1% chance to crit). She chooses to maximize the life steal to she uses BloodCopper and CorwnGold. The allow (Rosegold) comes up with 1.5% lifesteal + .5% lifesteal + +1% damage. Using the bars for this, the final sword has a chance for final stats of 4.9% to 6% (decimals are always rounded up and can only go to the 10ths position to save database space.) lifesteal and .8% to 3%. The chance of getting higher stats can eb increased by using higher Grade resources. If the crafter gets a high stat item she can "save" that blueprint in order to reproduce the results exactly through mass production, or sell the blueprint to another crafter. 
 
Database issues:
- Decimals are always rounded up and can only go to the 10ths position to save database space.
- Every item made in the world will already be stored in  a database, this will be adding an extra 5-11 numbers will add an extra 20 to 88 bytes per item
- This is somewhat mitigated by having items decay and therefore should be deleted from the database

 

 

 

 

This is an outline with rough notes attached. I thought I'd throw it to the sharks and see what comes up.

 

 

This is to try to foster as much intereaction between players as possible whle still allowing for solo play (if the solo knows what they are doing). It also allows for many strategic descisions to be made. It is a kind of branching tree of how resource points can be exploited as to not overwhelm players with having to make too many descisions at once, or presenting them with too many options at once. Where I can I used ideas already given to us by the devs.
 
Im going to use Silver as my example resource
 
Resource grouping
- Category -> Group -> Type -> Subtype
- Ores -> Metals -> Silver -> Greysilver
 
Resource stats:
- Grades: S,A,B,C,D,E,F 
- Types: GreySilver, QuickSilver, WhiteSilver, BlackSilver, + more as time goes on?
- Different types have different properties depending on what is being made, a silver sword and a silver shield can be using the same type of silver but the properties they imbue will be different.
- Grade affects the chances of how much of that special property makes it into the final product
 
Resource Points:
- Types: Vein (POI), Node (Individual)
- Density: Very High, High, Medium, Low, Very Low (only for veins, makes nodes always more efficient)
- Volume: Very High, High, Medium, Low, Very Low. As the resource is mined this stat lowers at certain thresholds. (Actual # is low for nodes, and high for viens).
- Baseline Waste: 10-50% Depending on density and volume (Very High: +2.5%, High: +5%, Medium +10%, Low: +15%, Very Low: +25%).
- When volume is depleted then the node deactivates never to be to used again.
 
Spawning Resource points:
- Each variety of Grade, Type, and Volume are given a different "weight" (ie. Grade S is 70 points, while grade F is 1 point, Type 1 is 70 points, while type 2 is 40 points, High volume is 60 points, while Low VOlume is 10 points)
- A proceedural RNG with special conditions is used to generate the total number of available points, then randomly assign each stat a variety. 
- Nodes are given a larger range of possible points, and have access to the S grade. (This promotes individual gatherers to seek out nodes)
- Veins stick closer to an average for number of points given, and can never be S grade. 
 
Individual Nodes:
- Can only be gathered by an individual with the right tool. (This keeps nodes from being taken as soon as someone spots one, they have to be prepared or rely on others)
- Low volume thresholds [very low: <25 units, very high > 100 units]
- Each attempt yields 10 units - waste% [10% waste yields 9 units]
- Each attempt takes the full 10 units out of the node, which will in turn lower the volume and in turn it'll fall into lower volume thresholds
- Individual's gathering skill reduces waste% (this means that higher level gatherers will be able to get more out of the same node compared to a low level one)
 
Tools:
- Wear out like every other item
- Higher quality allows either a) more skill to be used (meaning that higher level gatherers will require higher level gear to remain effective) or  b: has a higher efficiency rating limited by an individuals skill. (meaning only high level gatherers can make use of high level gear)
- Each tool can gather an entire group of resources (a pickaxe can get all ores, a knife can get all hides, etc.)
- (Maybe) Different tools for the made type of gathering skill, each tool type having its own advantages and disadvantages. [Mining skill can use a pickaxe(more waste, quicker time), a siftingpan (less waste, longer time), or a shovel(average)]
 
POI Veins:
- Have high volume thresholds (very low: <500 units, very high > 10,000 units)
- Waste is a sum of density and volume for Veins
- Similar to nodes each time the "mining" action is taken, a full number of units is taken out of the volume 
- When not "capped" these sites produce nodes periodically within the area, always of the same stats (grade, type, volume[this lowers with time]). The period it takes to spawn is dependant on the density. The number of nodes is dependant on the volume [which lwoers the more ]
- When "capped" with a building they allow for automatic resource gathering. The nodes will stop spawning after they have been gathered. 
 
 
POIs: This delves into a generic solution for POIs
- POI's can come "developed", with at least 1 building already in place  or "undeveloped", with no buildings in place
- Each POI come with a limited number of building "slots"
- Each building takes up a certain number of those slots but provides benefits to the POI as a whole. 
- This means there is an inherent "quality" of a POI based on the number and (maybe), types of slots it allows for
- Example types of POI buildings: Fort (allows for a certain time that a POI cannot be attacked), Crafting Buildings, Passive Ability Granting Buildings, Active/Passive Defenses
- This allows for choices from players as to how 
- (Not answered) how are POIs captured? What determines who can build and take up POI slots?
- Only certain buildings take up POI slots, "generic" buildings can be build freely
 
 
Automatic Resource Gathering Buildings: 
- Needed for automatic gathering
- Comes with an increased 5-15% waste to offset advantage over manual mining a little
- Come with a bin that holds the resources, owner can set permissions on the bin. 
- Require a thrall of the apropriate type (miner for a quarry/mine) to operate
- Have a limited number of slots for thralls that allow different effects on stats [gathering thralls, guard thralls (active NPC guards), "protection" thralls (can set invulnerable times)]
- Size of building model is dependant on thrall slots, more slots = more conspicuous building.
- Buildings have stats such as HP, and Hardness [minimum damage threshold] 
- Gathering buildings have other stats such as Gathering Rate, Efficiency [cuts back on waste similar to skills], 
- When a gathering building is damaged each 10% of health loss reduces the gathering rate and efficiency
- Only architect crafters (masons?) can repair buildings
- Building also have upgrades that can be crafted, these increase stats, and change the size/model of the building. 
- These upgrades vary in quality and must be made by crafters
 
Bins
- Have a finite capacity
- Can set permissions using a GUI
- Have a lock quality that prevents theft, but can be picked by thieves with sufficient skill
- Can be upgraded to high lock qualities to prevent/deter higher level thieves
- Can be upgraded to higher capacity
 
Thralls
- Allow automated funtions 
- Must be slotted into buildings
- Come in different types
- (Maybe) Ones of the same type might be more effective certain buildings?
 
 
Storing and looting resources: this one is subject to heavy debate
- Ball method - Each resource subtype has its own ball (a ball of black silver, a ball of white silver, and a ball of grey silver)
- Each ball is a container that can be opened in order to see stacks the different grades of the resource subtype gathered 
- Each ball can only contain a limited number of units (lets say 250 per ball), that is split between all stacks in that ball
- When getting a resource the gatherer can choose to add it to an existing ball or make a new one (automate this through GUI?)
- The ball cannot be broken apart unless its brought to a special crafting station (this should be generic for the type of resource, ie a single station for all metals and ores)
- Looters can only see the weighted average grade of a ball without an appraisal skill. This skill would reveal more and more details the higher it got. (total units, being able to open up and see the grades of stacks, until you can see all that the owner can) 
- This would make it so that gatherers could "hide" S grade resource stacks in balls are mostly F grade of that resource.
- It also makes it so that looters have to sacrifice some other skills in order to properly appraise loot or be organized with an appraiser
- Everyone should be able to store things in constructable "stashes"
 
Stashes
- A buildable object that everyone can make
- They are containers that can be built anywhere
- The number of "slots" in these stacks alters the model size of the stash.
- They can be upgraded with locks made by crafters to keep others from stealing the things inside
- They can be upgraded to be concealed for certain periods of time (rendered invisible without a scouting skill to see hidden objects)
- They can be destroyed but doing so destroys the objects contained within it as well
- The builder can set permissions for who has access (both putting in and taking out)
- [Maybe] Caravans are mobile stashes without ability to protect or hide? 
- [Maybe] 
 
Import/Export
- With the ball method, players have a choice in the risk they want to take when making the balls 
- 1 Ball is a single item to export or import
 
 
Refined resources
- Has a grade like raw resources do
- Has special properties for item groups (weapons, armor, ammunition, tools, defensive buildings/upgrades, crafting buildings/upgrades, etc.) 
- [Maybe] Special properties are hidden until used on final items? 
- [Maybe] Special property changes depending the the type of item crafted?
- Numerical stats still not set in stone (this allows for easier management of inventory)
- Has a common strength stat 
 
Refining a resource
- Resources from the same group can be combined (Metal, Wood, Hide, Stone, etc.)
- Requires a refining station
- Skill limits maximum final grade of refined resource
- Can use 2 to 4 compenents to refine, each combination having a different outcome
- Grade of the refined resource is average of raw resources used
- Special properties are determined by subtypes of the raw materials used
- Strength is a function of the type of resources used (ignores subtype)
- Can increase final grade of resource or change/add special qualities by using additives
 
Recipe Book / Blueprints
- Once anything is crafted, including refining resources, the recipe goes into the an account wide book for the player
- When crafting something the output and stats of the output are shown, the player can choose to make a blueprint out of this to achieve the same results as long as the same components (subtype, grade, additives) are used (this is more important for final products)
- Blueprints must be used in order to mass produce
- These blueprints are items that can be given to others and/or stolen. 
- [Maybe] Blueprints are destructable/have wear jsut like every other item?
 
Refining Stations
- This is where "resource balls" can be broken up
- Made by crafters
- Come in different sizes
- Higher size = more slots for components and additives
- 2 to 6/8 slots?
- [To be answered] Can thralls be added if these are buildings? What types and how do they affect it?
 
Acquiring an Item Template
- You must have a template to make an item
- These are the outline of what resources are needed to make a type of item (sword, helmet, pixaxe, crafting stations, walls, etc.)
- There are basic ones that are unlocked and available to everyone from the start. permenantly known.
- There are advanced ones that can only be unlocked by leveling up an appropriate skill. permenantly known.
- There are special ones that can only be found in the world (Somehow?). These ones are an item (can be traded, must abide by import/export rules, and slowly decay [for in game effect this could be becuase they are tied to a particular world that no longer exists])
- These special ones could be as simple as having an extra component slot more than the standard version of the item. Or more additive slots. Or allow for more enchantment slots. 
 
 
Crafting an Item
- Requires an item crafting station
- Uses raw or refined resources (Allows items to made at a low quality)
- Each grade level of the components increases chances the final special stats of the item. 
- Additives can be used if additive slots are available to change/add special properties. (this allows for slightly more reliable results)
- Once the item is made it can be made into a blueprint (grades, refined/raw resource types, and additives must be the same) so taht the final result can be exactly duplicated. Taking out the chances for higher or lower special stats. (a sword can have 1-5% crit chance. You make 10 swords that are 3% crit chance.  you create a sword that finally has 4.88% crit chance. You want to replicate this result so you create a blueprint, but it requires the exact ingredients that were orginally used)
- A character's crafting skill will increase the chances of the final special stats of the item
 
Item Crafting Stations:
- Come in sizes, higher sizes have more slots for components and additives
- Can be upgraded to allow repairing and enchanting 
- If a template requires more slots than the station has available, then the station cannot be used to craft the item
 
Enhacing/Enchanting
- Thralls are the only thing used ot enhance an object after its creation. 
- Carriables require the use of an item crafting station? Portable consumable "enchanting stones" could also be used?
- Buildings can be slotted with thralls without assistance
- Different thralls are limited to different types of slots
- The same type of slot should always allow for multiple types of thralls
 
Repairing
- Carriable items can be repaired using a field repair kit (anyone, consumable, high durability reduction), a repair tool(crafters only, moderate durability reduction), or a item crafting station with the repair upgrade (whoever has permissions, low durability reduction)
- Buildings can only be repaired with a repair tool. 
 
Selling
Edited by illenvillen

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Wading through this bit by bit - thanks for thinking this all through. 

 

I know the crafty crafterator devs are already building the crafting system and it's almost certain they have made the choices about the core structure but it's great to see well rounded systems posted.  It adds different points of view and establishes what is important to different types of crafters.  Well done.

 

OK- tackling the Post of Lengthy Stuff!

 

--Resource stats

 

I think that they're going to be limited on the resource types when they get down to the level of "silver" only because tracking and storing all the unique resources was a huge issue in SWG after the first few years.   SWG had one of a kind spawns - each spawn's data then had to be stored.  It became unfeasible to manage the thousands of resource types.  If you take the grades you've specified (S,A,B,C,D,E,F) and multiply them by the number of types of silver you can see it gets nutty pretty fast.  Just 5 different types of silver spawns would equal 35 different kinds of silver.  Multiply that by 10 different types of minerals and then add in wood and stone and soon you're dealing with thousands of resource types per campaign.   Just carrying them around in inventory gets nuts.

 

The other drawback to multiple types of ores is that the blueprints you make will require that type of specific ore to recreate the item.  In SWG this got to be a bit nuts if that particular resource was not spawning anywhere, causing folks to stockpile everything and anything they used in a blueprint and creating insane bottlenecks of resources.  Having blueprints require a higher level of the resource - ie: silver rather than black silver - would solve this.

 

OK all that having been said I really hope they go for that final level of different types of silver etc.  It's so much fun and adds such a great level of complexity. I'll read through your ball storage notes and see if that solves the issue.

 

Resource Points:

 

There is a bit of an oooooohhhh noooooo when I see that the resources run out eventually at a particular spot.   My concern is that a larger guild will grab the poi and milk it dry, throttling the resource availability for everyone else to the point of punishing.  I don't know if the devs can have new resource points pop up when the old ones run dry - if they can then that will solve that issue and make a great race to find the new poi amongst everyone. 

 

I get that as Winter comes we want things to be tougher but I think that running low on resources with no way to get more is probably the most unfun thing I can think of in a game.  Being stuck in a campaign with 2 months to go and no more resources available for anyone is a recipe for a horrible time on all levels. If new spawn points can be added I see this working but otherwise I don't. 

 

I like the waste mechanic.

 

POI Buildings:

 

Forts - Nope nopeohlordynope.  This is an invitation to lock up resource POI's and throttle down resource availability to a trickle.  Resource POI's need to have turnover on ownership.  There needs to be fierce battles for them and if a larger guild wants to maintain control they'll need to man the POI 24/7.  Adding a building around the POI makes taking it twice as tough and if you get thralls in there defending the building it's going to be crazy.  Resource access should be fluid so that a small group can sneak in and harvest at 2 am and then get out of there with the resource before anyone from the larger guilds pops back on.  Access to the POI should be a matter of being able to fight your way there and able to defend the POI long enough to harvest. 

 

If the buildings are not actually physically protecting the POI then it could work.  It would split the focus of whoever owns the poi at the moment as they'll have to protect both the poi and the building.  Truthfully I don't really see anyone plopping down refining equipment or stashes near the POI's as it's just an invitation for folks to destroy them or take them over for their own use. 

I am uncertain how much building will be needed to actually harvest from a poi to tell the truth.  If it's a matter of bringing along a miner SWG style then it's fairly easy.  If we have to build the mining equipment there (with what?  chicken/egg) then I can see things being much more difficult.

 

Individual Nodes:

 

I'm not a big fan of individual nodes to tell the truth.  I don't mind a surveying system that grabs a small amount of a resource if it's in the area but the whole lump sticking out above ground/magic pickaxe appears/whack animation just sets my teeth on edge. It's so unnatural. I know, I know, like anything in an MMO is natural - laughing at myself here.  I'm so persnickety!

 

I'd rather just have the POI's and then small amounts sampled/harvested by individuals. 

 

OK - will come back and flail about later when my brain is fresher.  Thanks again for the great post!

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I've put a lot of though into each topic in my above post.

 

I'm going to try to avoid refuting people point by point and instead explain how I came to the conclusions I did. No system is without its faults, but the positive effects of a system should vastly outweigh the negative effects. 

 


 

 

Resource stats:

- Grades: S,A,B,C,D,E,F 

- Types: GreySilver, QuickSilver, WhiteSilver, BlackSilver, + more as time goes on?

- Different types have different properties depending on what is being made, a silver sword and a silver shield can be using the same type of silver but the properties they imbue will be different.

- Grade affects the chances of how much of that special property makes it into the final product

- Subtypes will be cycled in and out of availability in campaigns depending on rarity. 

 

 

Example: GreySilver has the standard silver property of .8 str, and a "unique" special property of adding .3 deflection to shields.  Black silver has the same .8 str but its special property is adding 1% crit chance to axes or .25% crit chance to other weapons. QuickSilver also has the .8 str rating and lowers wieght of items made with it by 2%.  The grades work like a standard deviation chart. Higher grades move that standard deviation closer to the maximum. So grade A's average is 75% of the maximum while grade F's is 50% of the maximum. Most items made with grade A GreySilver will have .6 str while most items made with grade F GreySilver will have .4 str. There's still a chance for higher or lower numbers in the final item. This makes it exciting for a crafter because its basically gambling at this point but without too much risk. And the "risk" is known going in. At the same time it makes it exciting for gatherers who find special resource points, and gives them an incentive to seek out better/other types of resource points. GreySilver is fairly common and has a base 80% chance of showing up in any given campaign. QuickSilver is rare and only has a 10% base chance of showing up in any given campaign. 

 

Explanation: I feel having some type of grade and subtypes will allow for greater competition between resources and the items made. It also makes it more interesting for crafters. Unlike SWG's system of having randomized stats for the resource itself which could lead to tens of thousands of variations on teh same resource, this would be a limited and predictable system. Having subtypes allows for them to be named, which allows for quick identification and recognition. Recognition will be important because it'll be easy for crafters and gatherers to know exactly how valuable the resource is, and what they should look for(Everyone knows that QuickSilver is really rare and valuable and GreySilver is kinda generic). 

 

Without variation it turns the initial point of crafting into a chore: go and find a silver mine. With variation now you have to figure out what kind of silver mine you want to find, and gives you a reason to seek out additional silvers mines of different subtypes instead of just sitting on the one you found. The devs can tweak the availability of a given subtype of resource for a given campaign, allowing some control over the flow of these resources. This is to allow for over/under supply corrections in the market place. (ie. someone intentionally tries to stockpile all the QuickSilver [rarity is supposed to be 10% but not its closer to 2%]....well in the next month of campaigns they can just increase the amount spawned in the worlds). 

 

 

Database issue:

Assumptions: Strings = 30 bytes each (1 byte for each possible character), decimal numbers = 4 bytes, integers = 4 bytes, all booleans = 8 bytes total

SWG: OreXY had 3 stats, each of those stats had a range in the order of 100's or thousands. Each of those variation combos had to be stored when it spawned. This could mean that there were 1 million (100 x 100 x 100) to 1 billion (1000 x 1000 x 1000) entries in the database. Let say each entry is 2 strings, 3 integers, 5 decimals, and all teh booleans for a total of 100 bytes. This means storage size for a single type of resource could be 100MB to 100GB.

This system: Each subtype has a static property and 7 grades. Even if there were 10,000 subtypes this is still only 70,000 entries in the database. Even if each entry was 10 times the size of an entry from the SWG system (1KB each) this would mean a storage size of 70MB. 

 

#Player choices:

# - What kind of silver do I want to find?

# - Do I want a specific type of silver or jsut any kind?

# - Can I use the type of silver I found myself, or do I want to give it to someone else in trade?

# - How do I hide the fact that I found a high grade resource point that that I can have access to it?

# - Do I go after a higher grade resource point that will probably be more heavily defended, or do I go after a lower grade that is easier to get? 

 

#Gameplay Effects:

# - The more powerful organizations will consolidate power over higher grade or certain types of resource points, allowing lesser powers a chance to grab less desireable points

# - Crafters will seek out and pay more for higher graded resources

# - Crafters will have to seek out certain subtypes of resources to get the most out of thier crafting

# - Lower grade resources will be harder to sell (Hopefully this can be offset by other mechanics in this system)

# - Players will stockpile higher grade/special resources (This is both good and bad becuase it causes scarcity) (The impact will eb lwo becuase it'll still be possible to get the same final stats from an F grade resource just with lower chances of that happening)

 

#Issues with "current" system

# - No variation in resources means first step in crafting is always the same

# - No incentive to find other resouces of same type

# - Market saturated so its hard to stand out as a gatherer, also might not be worth the time 

# - Gathering becomes a chore instead of being exciting

# - No incentive to go out an find new resources unless you need them

# - Makes it much harder for smaller organization to compete since all points for the same resource will be equally valued. Why go after the big dogs when you can just take over the smaller ones?

 

Now the devs might not want "gathering" to be a profession or play style. This is fine but it makes the first step in crafting a very boring one that will be something people do only because they have to. My biggest issue is that it provides little incentive to defend any single point, larger organizations are incentivized to capture the more and smaller points instead of going after the few larger points. This pushes smaller organizations out of what they'd be able to do best, be agile and pick off smaller targets. 

 

 

Guild A ( colition of guilds) has 100 memebers. Guild B (a single solid guild) has 75. Guild C (a collection of random players who deceied to work together in this camapaign) has 10. 

Sites 1,2,3, 4, 5,and 6 have a small sized supply(1x) of Gold. Sites 7, 8, 9, and 10 have a medium sized(3x) supply of gold. Sites 11, and 12 have a large(7x) supply of gold.

 

No Variation:

Guild A can send 15 members to capture/defend all the small sites and have a garison of 15 at each site. With 10 extra members. (Generating 6x)

Guild B can send  16 members to capture/defend all the medium sites and ahve a garrison of 16 at each site. With an extra 11 members. (generating 12x)

Guild C can only afford to go after a single site, but since the small and medium sites are defended they can't assault those. They capture Site 11. (7x)

Guild A and B find site 12 and fight over it. Guild A wins by lowering the garrison of thier other sites to 14.

Guild B doesn't want to lower its garrisons to win site 11 but tehy find site 12 which they have the man power to take from Guild C.

Guild C with only 10 memebrs does not have the power to take any of the points back from either of the larger guilds.

What incentive does guild B or Guild A have to take over each other's sites rather than just defending what they have won at this point?

 

The only choices to be made in this scenarios are how to split up your forces to maximize that multiplier.

 

Variation of resources:

FrostGold has a rarity of 10% - Sites 1, and 7 have this.

SunGold has a rarity of 50% - Sites 2, 3, 4, 8, and 12 have this

YellowGOld has a rarity of 80% - Sites 5, 6, 9, 10, and 11 have this.

 

Site 1 has Grade A FrostGold (1x) - A

Site 2 has Grade A SunGold (1x) - A

Site 3 has Grade B SunGold (1x) - A

Site 4 has Grade C SunGold (1x) - A

Site 5 has Grade B YellowGold (1x) - A

Site 6 has Grade B YellowGold (1x)- A

Site 7 has Grade C FrostGold (3x) - B

Site 8 has Grade F SunGold (3x) -B

Site 9 has Grade E YellowGold (3x) -B

Site 10 has Grade D YellowGold (3x) -B

Site 11 has Grade C YellowGOld (7x) - A

Site 12 has Grade E SunGold (7x) - B

 

Now all guilds have to decide which sites they want to take and how many forces will be left to denfend it. They find themselves in teh same situation as the "No variation" example. 

Guild B sees the really rare Grade A FrostGOld at Site 1, they can take it but they'll have to abandon a site in order to do it. Now they have to choose which one to abandon. They choose Site 9 since its makign a low quality and common resource.

Guild A retaliates and fights over site 1 occur drawing personel off of other sites.

Guild C can now choose to attack and take over whichever sites that the larger guilds choose to abandon. They don't get the best resources but they are able to get some resources. 

 

Yes they can get this type of interplay within resource groups (metals: gold, silver, copper, iron etc.) but its still just a pure numbers game instead of having to calculate risk vs reward based on an iffy outcome. Since Grade A just has a higher chance of generating better items than Grade F. 

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Erm. You kind of launched into the details and lists and stuff without doing any kind of overview of your idea. It's a well thought out post but it really needs 3 paragraphs at the start, each explaining the basics of resource spawning, resource gathering, and crafting, before you launch into all the in-depth stuff.

 

Something like 'I think that each type of ore (eg Silver) should have a variety of subtypes. These different subtypes will produce weapons, tools and armour with different stats or bonuses. If a blueprint calls for a certain type of resource, any subtype of that resource can be used to make it, with your choice of material affecting the results.

 For example, a recipe which calls for 'silver' can be made with truesilver, which will produce a more lightweight item, or 'moonsilver', which provides a small damage bonus at night, or 'bloodsilver', which produces a small lifesteal/vampirism effect.'

 

 

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Erm. You kind of launched into the details and lists and stuff without doing any kind of overview of your idea. It's a well thought out post but it really needs 3 paragraphs at the start, each explaining the basics of resource spawning, resource gathering, and crafting, before you launch into all the in-depth stuff.

 

 

 

 

Fair point, I'll try to edit with a summary.

 

 

 

UPDATE:

Overview:
Resources catagories have a variety of types. Each type in turn has sub types. The subtypes have special properties that are inbued on the final product depending on that that final product is. Resources are gathered from either nodes(manually) or from POI buildings (automatically). These raw resources can be refined to produce better/different/additional effects on the final product. Final products require a recipe and a crafting station (even a disposable temporary one). 
 
Simplified example: A sword has a recipe that calls for up to 3 metals and can take in 1 additive and will produce 1 slot for an enhancement. The crafter can choose from all the metals but decides on using copper and gold to get the static 1.5% life steal. She can also choose to use BloodCopper (.5% lifesteal) or FireCopper (.5% burn effect) and either CrownGold(+1% damage) or PrinceGold(+1% chance to crit). She chooses to maximize the life steal to she uses BloodCopper and CorwnGold. The allow (Rosegold) comes up with 1.5% lifesteal + .5% lifesteal + +1% damage. Using the bars for this, the final sword has a chance for final stats of 4.9% to 6% (decimals are always rounded up and can only go to the 10ths position to save database space.) lifesteal and .8% to 3%. The chance of getting higher stats can eb increased by using higher Grade resources. If the crafter gets a high stat item she can "save" that blueprint in order to reproduce the results exactly through mass production, or sell the blueprint to another crafter. 
 
Database issues:
- Decimals are always rounded up and can only go to the 10ths position to save database space.
- Every item made in the world will already be stored in  a database, this will be adding an extra 5-11 numbers will add an extra 20 to 88 bytes per item
- This is somewhat mitigated by having items decay and therefore should be deleted from the database
Edited by illenvillen

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