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Crafting system discussion
Daniel Nissenfeld edited this page Oct 6, 2015
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Normal crafting (as opposed to tech crafting):
Whatever you want to make requires raw materials.
- Choose a dimensional pattern, of which you can assign each part a material
- Set size (word based slider sort of thing)
- Size determines amount (weight) of material needed
- Malleability determines if you can just use the material or you need to get it into a liquid state
- Once all the parts are created (as individual objects) they can be assembled
- Finished item is produced
Object affects:
- Raw material objects have puissance levels
- Material in raw-ungathered state (a tree, ore) has a puissance range on spawn
- Gathering/mining materials can raise or lower gathered item's puissance
- Gathering/mining also determines how much raw material is lost (or not lost) when mining
- Processing material (melting, making into a part) can cause loss or gain of puissance
- On assembly affects are generated based on part puissance
- Item can explode if puissance is super high.
- Higher skill in magic perception and manipulation can guide stats.
- Stat outcome is ALWAYS a suggestion, the system can bend the affects itself based on the crafter's stats.
Crafters:
- Crafters must learn item patterns. (through blueprints or some object like that)
- Crafters can create their own item patterns, which must be approved by admins, upon which case they will be able to not only use the pattern but also be able to transscribe it into books for others to learn or directly teach.
- Making patterns will require a very high skill level.