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Audit of all items, crafting paths, refining and decomposing. #159

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morgajel opened this issue Aug 29, 2014 · 1 comment
Open

Audit of all items, crafting paths, refining and decomposing. #159

morgajel opened this issue Aug 29, 2014 · 1 comment

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@morgajel
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Idle thought...

We could replace mining, scavenging and gathering with a streamlined "resource collection" process. But that is a horrible idea- it dumbs down the game and takes out a lot of the flavor. Despite all three methods using the same mechanic, the variation of methods provides flavor.

The same could be said for item creation and deconstruction. At a very basic level, crafting and decomposing follow these basic patterns:

  • x,y,z --create--> item
  • item --deconstruct-->x,y,z

Depending on the items in question, the terminology may be different, but the underlying pattern is there.

  • Iron Ore is refined into Iron ( x --create-->item )
  • Copper Pickaxe is crafted from parts (x,y,z --create-->item)
  • hydrogen and oxygen are chemically combined into water (x,y --create-->item)
  • water is chemically separated into hydrogen and oxygen (item--deconstruct-->x,y)
  • Tires are recycled into iron and rubber (item--deconstruct-->x,y)
  • Stone is crushed into gravel (item--deconstruct-->x)

While there are all these different names, the process mechanic underneath are the same.

Proposal

For the sake of adding "depth" to the game, I propose we split the two mechanics up into types. Why? so we can add more skills for people to master- imagine a master mechanic vs. a master chemist.

The first step would to be to create a list of (mostly evenly matched) types of creation and destruction. These would tie into user skills.

@morgajel
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per Antlong's suggestion, perhaps each class could have two base skills:

Captain: craft machinery, smelt
etc

@morgajel morgajel added this to the v0.4.0 release milestone Aug 29, 2014
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