(( @Egan, we're gonna go with +1 Crafting/+1 Salvaging for Tinker. ))
HaelineYour eyes adjust slowly to the bright room, and as they do you examine your surroundings. The walls are lined with dozens of pods identical to your won, giving the room a rather eerie feeling as it dawns on you that they must also be stuffed with bodies. The screen next to the hallway crackles, and a familiar voice pulls through.
"Good morning Haeline~", the musical tone of her voice sending shivers down your spine,
"There's a locker underneath your pod, makes sure to grab your things and then head down the hall. I'll give you a quick tour of The Citadel once you do~.The buzzing of the screen ceases, and you are left alone in the Pod Room.
Alright, Let's have a conversation about the crafting system. I've two systems in mind, and I'd like to pose it to you guys as to which we use.
For Both Systems:- Create Parts from Raw Materials
- Combine afforementioned parts into weapons/armours
- Each part will have a set material cost
- Each time you craft a part/assemble a weapon/armour piece, you'll roll for success. Failures can be as mild as just needing to try again or as severe as losing all of your materials. On the other hand, success' can be as mundane as simply creating your part, or as spectacular as using only half of the materials/accidentally enchanting the weapon.
- Most Importantly: Parts can only be created/assembled within the citadel.
Here's the divergence point into one of two systems, which I've labeled
Modular and
Free-Form.
Modular:- Each weapon/armour piece is made of a certain (and limited) number of parts.
- A template will be provided as to which parts can be used in which weapons/armour pieces.
- Each part will be give a certain roll modifier based upon what it is and the material used to create it.
- The sum of the part's modifiers will then be the modifiers of the weapon/armour piece's stats as a whole.
As far as I see it, the pros/cons of this system are:
(+)You know exactly what you'll get in terms of Roll Modifiers.
(+)Easier to keep balanced throughout the game, and easier to keep track of
(-)Far less creative
(-)And in my opinion, a fair bit less fun.
Free-Form:- Describe to me what exactly you're trying to build, and what parts it needs. If they're balanced fairly (i.e not "1 sword blade and a bowstring = a chainsaw flinger"), I'll give you the go ahead. If not, I'll offer you a different list of parts based on the weapon/armour piece's intended function.
- Describe the desired function of the weapon (rapid fire, lights opponent on fire, turns opponent into frog, etc.)
- I'll apply Roll Modifiers based on the assembly success roll and game balance.
Pros/Cons:
(+)Much more creative
(+)In my opinion, much more fun
(-)Added chance of luck turning your creation totally useless
(-)All weapons/armour become abstract in terms of stats/roll modifiers. Harder to balance.
I'm going to put a poll up for the two options, and once the current set of missions are done, the one in the lead will be implemented. Any lurkers just following this thread, feel free to vote. The more feedback I get, the more I'll know what players in general want.
Its also important to note that the system that is picked is applied to the world, not just players. In free-form, you could theoretically create a bow which shoots explosives that level cities. But what that means is the NPCs can too. Rising tides float all ships.
With that, I want to
temporarily close recruitment. I'll open it back up once the new system is implemented.