So, I dislike blueprints. I think the existence of blueprints detracts significantly from the game, as it doesn't take much effort to walk up to a drop and snag one. I would much prefer to see a crafting skill system, where the quality of the gear you are able to produce is tied specifically to the time you have invested in crafting the specific classes of gear. This idea would see the elimination of the static crafting skill stat, and see the implementation of a much more robust system. The system would be split into categories, and progress in each of those categories would be dependent on the player's having crafted so much gear at a specific quality.
example:
Primitive Saddle Crafting
The player would only be able to craft primitive saddles until they have earned enough primitive saddle crafting experience. Once the player has earned sufficient experience, say after crafting 100 primitive saddles, they can level-up and begin crafting ramshackle saddles. After 200-300 ramshackle saddles, they can level-up and begin crafting apprentice saddles, and on it goes.
Each class of gear would have an independent leveling system tied to it, so you would need to progress through each class of gear in order to be able to reach the pinnacle of gear crafting. This could lead to specializations inside of tribes, and would make acquiring that high-level gear much more rewarding. You could keep the blueprint system in place, because engram points and all, but tie the quality of the item crafted to the player's category-specific progress. In this way, beacons still have relevance outside of just dropping a random smattering of supplies. In reality, you could actually implement this system universally; where you could see structure durability tied to progress in crafting the various structure pieces. Maybe fridges and generators become more efficient the higher your skill is in crafting those sorts of items.
Suggestion
Soldiercide
Crafting Overhaul
So, I dislike blueprints. I think the existence of blueprints detracts significantly from the game, as it doesn't take much effort to walk up to a drop and snag one. I would much prefer to see a crafting skill system, where the quality of the gear you are able to produce is tied specifically to the time you have invested in crafting the specific classes of gear. This idea would see the elimination of the static crafting skill stat, and see the implementation of a much more robust system. The system would be split into categories, and progress in each of those categories would be dependent on the player's having crafted so much gear at a specific quality.
example:
Primitive Saddle Crafting
The player would only be able to craft primitive saddles until they have earned enough primitive saddle crafting experience. Once the player has earned sufficient experience, say after crafting 100 primitive saddles, they can level-up and begin crafting ramshackle saddles. After 200-300 ramshackle saddles, they can level-up and begin crafting apprentice saddles, and on it goes.
Each class of gear would have an independent leveling system tied to it, so you would need to progress through each class of gear in order to be able to reach the pinnacle of gear crafting. This could lead to specializations inside of tribes, and would make acquiring that high-level gear much more rewarding. You could keep the blueprint system in place, because engram points and all, but tie the quality of the item crafted to the player's category-specific progress. In this way, beacons still have relevance outside of just dropping a random smattering of supplies. In reality, you could actually implement this system universally; where you could see structure durability tied to progress in crafting the various structure pieces. Maybe fridges and generators become more efficient the higher your skill is in crafting those sorts of items.
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