Oh boy, another overly wordy suggestion thread from Pilsu! Will the excitement ever end? Let's get this over with.
As we all know, currently skill level is based entirely on a general competency stat in a given trade, ranging from Dabbling to Legendary and beyond. A dwarf that has reached high prestige making nothing but gabbro blocks is equally competent at fashioning marvelous marble thrones and obsidian coffins. This is obviously laughably unrealistic and a more detailed system would be more in line with the game's depth. Here's what I had in mind:
( [Item Skill] + [Material Skill] + [General Skill] ) /3 = Effective Skill LevelFor clarity's sake,
Dabbling skill would be the same as having no skill whatsoever.
Legendary +# would be removed entirely seeing as they're not displayed to begin with. That leaves us with 15 skill ranks, neatly divisible by 3. Separate item and material types would have 15 skill ranks as well. These ranks would then added together, divided by three and rounded up or down to get the effective skill level. Still with me?
Say hello to Urist everyone. He'll be serving as our example dwarf today. He's very excited to meet you all.
Don't shake his hand, he doesn't even know what washing meansAs you probably have figured out by now, the symbols after each stone type symbolize numbers. ☼+ equals 7 etcetera. Pressing the item tab would list the individual skill for items instead.
I don't much care for ores being processable into stone goods but whatever.. The maximum as you remember is 15
Now, it's not visible in the picture but Urist has reached his status as a master Stoneworker by
exclusively churning out doors out of various rocks. That makes his door skill rating a full 15, or, if you prefer,
☼☼☼. Yay for Urist.
Now let's see you come up with a use for all that crap.. Obviously, this has left his general crafting skills somewhat rusty and he has no skills whatsoever in making anything else relegated to
Masonry Stoneworking. Poor Urist
So,
what does this practically mean? We'll, it's really simple. Let's have some examples:
Urist constructs an
Andesite Throne( [Item Skill] 0 + [Material Skill] 15 + [Effective Skill] 14 ) /3 = 9.66...≈
10- Novice
- Adequate
- Competent
- Skilled
- Proficient
- Talented
- Adept
- Expert
- Professional
- Accomplished
- Great
- Master
- High Master
- Grand Master
- Legendary
And there we have it! Simple, no? Before you say it'd be unintuitive in game,
the percentages for producing different quality items are not displayed as is either. Any
work orders involving a specific dwarf could show his individual skill with the item ordered and a rough likelihood of end result's quality. There is no control over anything when assigning work directly in the workshop and this would provide a clear advantage for using work orders even though they take time
So, how does this relate to other professions? How does leveling up the items work? Well, the way I see it,
each production labor would be assigned a material. [Stone], [Wood], [Fabric] etcetera. This would be important for determining the maximum level of item and material skills. For example:
Leveling up your
Carpentry skill to Expert would raise your general potential for handling various woods to
8. Leveling
Woodcrafting to Expert after that would do nothing.
The highest level wood related labor would determine the maximum level attainable in material proficiencies for wood. This would be necessary to avert scenarios that unbalance the system severely. After all, you don't want to make 600 of every damn item in the game just to attain general competency. The XP requirements would have to be dramatically smaller per item, otherwise it becomes extremely tedious. But at the same time, if it's faster to level up items and types of stone and no caps are in place, a Stonecrafter making exclusively Andesite Flutes to level up would have a dramatically overblown level of skill for such little practice. For instance, a Stonecrafter making 100 Andesite Flutes would be an
Adequate Stonecrafter. If in the new system you can max out a skill and material type with say, 100 items and no caps are in place, his effective skill would be
Accomplished. I needn't tell you why this is completely broken. You could still churn out exclusively one type of good to level up but you'd be severely inexperienced with any other item and rock types. If our intrepid hero trains with the same stone making the same item all the way to Grand Master and tries crafting a set of granite mugs, his effective skill would only be
Proficient as he overspecialized during his training. His
Andesite Mugs would still be excellent however
Yes, I realize that Urist has 15 ranks in both doors and obsidian even though he is not Legendary. This is because I believe artifacts should be craftable only by the Masters and above of the trade and be the only way to reach Legendary status. Legendary skill would have little use beyond social perks if you've already mastered the use of the items and materials involved. This is to reduce the frustration involved with the resultant luck factor without devaluing the status of Legendary into something anyone can reach with plain grinding. It is a matter of prestige. Practically this would mean that High Masters have a maximum material/item skills of 13, Grand Masters attaining two potential ranks instead of the usual one. Either way, let's not discuss this in this thread. We've talked about it in other threads, let's keep it there. It's really not hard to work around if Toady does not like itFew more things to go over even though you're getting bored. For instance, how are metal ores treated? Well, as metal of course! Worked with Stoneworking. Confused? Well, it's simple. A Grand Master Stonecrafter would still be able to use the ore like a rock but his effective skill would be reliant on the use of gold, something he probably has no experience in. Thus, the resultant exploit of using gold ore to make a statue would result in a very real penalty. As he's already great at making statues out of rock, his skill would be 15 + 0 + 14 = 9.66...≈ 10,
Accomplished. Only a master of working with gold and stone could make perfect statues out of plain ore. Of course, you could just stop people from making stuff out of plain ore but I'd rather not stoop to that seeing how beautiful it can be. The average player would probably opt to make plain golden statues instead
How about other professions and interaction? Well, with a little math, a master of stone rings would now be Proficient at making wooden ones from the get go. I'm not sure if this is desirable but I'm willing to accept a master craftsman being good enough with his fingers to pull it off
Thoughts? If you have improvements in mind or would prefer particular modifier to be weaker for instance, let's hear it