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Author Topic: DIG OOC  (Read 79317 times)

piecewise

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Re: DIG OOC
« Reply #285 on: January 23, 2017, 05:21:49 pm »

Maybe also think about how knowledge requirements (and gathering, eg by finding items or parts) would slot into this system?
I might remove knowledge for crafting and keep it for techniques

piecewise

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Re: DIG OOC
« Reply #286 on: January 23, 2017, 06:20:08 pm »

This material has the tag [Weird]

Pancaek

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Re: DIG OOC
« Reply #287 on: January 23, 2017, 06:34:16 pm »

Would the find skill play into finding these materials? Because with option 5, I think having a character that's good at finding neat materials for builders might actually be just as fun if not more fun than building itself, at least for me.
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Gentlefish

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Re: DIG OOC
« Reply #288 on: January 23, 2017, 06:42:10 pm »

Would the find skill play into finding these materials? Because with option 5, I think having a character that's good at finding neat materials for builders might actually be just as fun if not more fun than building itself, at least for me.

It's why I took find :P

But yeah, the tags thing sounds like fun. May make my machining useless, but I don't care if I can have a bone-turret firing flesh-eating bugs.

Might be time to boot up the wiki-gnomes

piecewise

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Re: DIG OOC
« Reply #289 on: January 23, 2017, 06:58:53 pm »

Would the find skill play into finding these materials? Because with option 5, I think having a character that's good at finding neat materials for builders might actually be just as fun if not more fun than building itself, at least for me.
Yep. I mean, you need good find to see some stuff, and to get it out of what its in. You thing someone with shit find will be able to tell the difference between useless fish bones and super neat hard as steel fish bones by just looking at a flayed open fish man? Course not. Think they'll notice the berries or fungi that might have interesting properties? No.

Would the find skill play into finding these materials? Because with option 5, I think having a character that's good at finding neat materials for builders might actually be just as fun if not more fun than building itself, at least for me.

It's why I took find :P

But yeah, the tags thing sounds like fun. May make my machining useless, but I don't care if I can have a bone-turret firing flesh-eating bugs.

Might be time to boot up the wiki-gnomes
It might indeed be.

The Lupanian

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Re: DIG OOC
« Reply #290 on: January 23, 2017, 07:42:46 pm »

Two things, one. Maybe you could say that as the bore drills, it takes in a small amount of stuff, so there's like, up to five units of level 1 or 2 hard material available after we dig, that way there's a small trickle of matirial available to make simple things, but the container is small, so it can only take in a little bit of stuff before the container is full. 
Second is a question, how exactly did ER get a tv tropes page? I wasn't around then, so I don't know what exactly happened.
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Ozarck

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Re: DIG OOC
« Reply #291 on: January 23, 2017, 08:43:22 pm »

tagging stuff seems okay. some suggestions for tags might be:
Structure: metallic
Structure: organic
structure: stone
Power source: crystal
power source: liquid fuel
power source: metaphysical


Another option in terms of limiting how much builders make is requiring expeditions to return to the drill with quantities of items. The more the quantity we return with, the more building can be done. "You return with 50 basic material. Builders can build 10 mundane or 2 exotic items!"

piecewise

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Re: DIG OOC
« Reply #292 on: January 23, 2017, 10:29:15 pm »

Two things, one. Maybe you could say that as the bore drills, it takes in a small amount of stuff, so there's like, up to five units of level 1 or 2 hard material available after we dig, that way there's a small trickle of matirial available to make simple things, but the container is small, so it can only take in a little bit of stuff before the container is full. 
Second is a question, how exactly did ER get a tv tropes page? I wasn't around then, so I don't know what exactly happened.
Maybe
I forget, people made it a while ago though.

tagging stuff seems okay. some suggestions for tags might be:
Structure: metallic
Structure: organic
structure: stone
Power source: crystal
power source: liquid fuel
power source: metaphysical


Another option in terms of limiting how much builders make is requiring expeditions to return to the drill with quantities of items. The more the quantity we return with, the more building can be done. "You return with 50 basic material. Builders can build 10 mundane or 2 exotic items!"
It's really simpler that. Think more like this:

Powersource 1: Gasoline
Powersource 5: Nuclear reactor
Powersource 10: The beating heart of an Undergod.

And some things have dual tags, for instance, a  lead brick might be both Structural and Heavy.

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Re: DIG OOC
« Reply #293 on: January 23, 2017, 11:57:03 pm »

HEY!

You guys, give me ideas for stuff you wanna build. It helps me think.

Egan_BW

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Re: DIG OOC
« Reply #294 on: January 24, 2017, 12:36:39 am »

Bore cannon autoloader.
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Devastator

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Re: DIG OOC
« Reply #295 on: January 24, 2017, 12:37:01 am »

I'd like to get some kinda non-renewable consumable booster.  (it was the goal with my last knowledge order)
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Egan_BW

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Re: DIG OOC
« Reply #296 on: January 24, 2017, 12:38:55 am »

A big old wind-up key that you can stick into corpses and wind them up to become your minions.
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Devastator

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Re: DIG OOC
« Reply #297 on: January 24, 2017, 12:41:53 am »

Also, is it still a thing to require a transcendance or build roll to get an ability?

Also: A hat that you can pull small objects and creatures from.
« Last Edit: January 24, 2017, 05:00:06 am by Devastator »
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The Lupanian

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Re: DIG OOC
« Reply #298 on: January 24, 2017, 02:40:13 am »

A replacement finger with a retractable razorblade
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NJW2000

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Re: DIG OOC
« Reply #299 on: January 24, 2017, 02:59:21 am »

Really accurate sniper rifle
Flaming claws
Gatling gun
Mortar
Pogo stick
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