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Posted (edited)

Mod Title: Discovered and Experienced Progress

Required Features:

  • Feature 1: Have Items that you can collect, but have no need for currently because of lack of knowledge, have information that tells you something along the lines like : "I am sure I could possibly make something out of this. If I could find more information on this Item I could perhaps make something out of it. I mean the ancient world sure has some info on It lying around."
  • Feature 2: Have certain recipes and crafting options only be available to you by either mastering crafting multiple things to be able to gain knowledge on how to craft a certain thing or by advancing it faster by reading books of the old world. For instance to be able to create a Bellow you must master leather working with a certain leather material and mastered how to use a smithy or anything else which can be used in combination with a bellow.  A Progression bar based on how skilled you are at creating something will unlock certain new craftables.
  • Feature 3: Have Books that teach you how to create a bellow. But to able to build it you need to have a certain percentage on required crafting experience. For instance to learn it instantly through the book instead of learning it by mastering the required skills, you only need a lowered percentage. Maybe 40% leather working and 50% skill on smithing.
  • Feature 4: Have certain craftables only be creatable by obtaining books. This might seem like gate keeping and making crafting more annoying, but it makes you have a reason to explore the world.
  • Feature 5: To make use of the bookshelves being able to now house books, we could use this to write our experience crafting into a book. This might be good for multiplayer. So those that already mastered a craft can share that obtained knowledge through experience to others. These books can either have a lower required percentage rate of the skills needed required to craft what is in the book or higher if you write the book white mastering it using a found book. (This might be a bit much. But i think it could be interesting)

Please share thoughts and ideas. I am really interested to see what your minds churn out when thinking of this.

Edited by gluemchen
  • Like 2
Posted (edited)

I'd give it a whirl.

FWIW, there is a lot of anti-RNG sentiment. Instead of purely randomized drops, I'd strongly suggest you incorporate in-game date, advancement, exploration, time since unlocking the prereq tech, something, into the roll, so that regardless of how poor your luck may be, at some point the next loot vessel has a 100% chance of a tech whose prereqs have been met.

[EDIT]

Unless you want to read some really naughty words, I'd also suggest that it not be too grindy. Some may think nothing of going through 100 ruins or panning 200 pieces of bony soil, others, not so much.

Edited by Thorfinn
  • Like 1
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