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Description
Proposal:
Players hold tech points, rather than a research server. They increase tech points by gaining experience, through breaking down items or creating items in relevant tech-trees, performing related activities, etc.
Reasoning:
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Player development
- allows you to dedicate time to become an asset to your faction/town/team. A generally improved crafting system, which uses a tree rather than a flat list of recipes.
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Hostile interactions
- At the moment, your character holds little value beyond what you're carrying, and there is very little downside to shooting first, asking later.
- If a player is potentially a high level doctor, engineer, gunsmith, etc. they are more valuable if kept alive. This gives factions the ability to fight over players themselves, either by kidnapping skilled players, or rescuing them. This also allows the player in question a chance to keep playing, without dying and starting over.
How it will work:
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Components
- Some misc components will be added, springs, screws, vacuum tubes, etc. will be added as /stack/material/ items. This way they can stack, and can be added to items material list. Parts for machinery will be reskinned to make more sense, i.e manipulators will be circuit boards, advanced circuit boards, military circuit boards, etc.
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Toolsets
- Toolsets are items that allow you to transform a table into a particular type of workbench.
- The lower tier ones are made by combining normal tools (wrench, wirecutters, etc).
- More advanced ones (for higher level gun-smithing, engineering, etc.) will require a high level metal worker using a tool schematic. The relevant tool schematics are made by somebody skilled in that particular area. i.e. a master gunsmith needs precise gunsmithing tools. They make a schematic for these, and run them over to the town's master metal worker to make.
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Workbenches
- Workbenches are table types that allow certain crafting trees or actions. Functionally, they will act as a nearby tool (i.e. some recipes require a screwdriver, so under this system most guns will require a certain level of weapon workbench)
- Crafted by using a toolset on a table. Can be turned back into a table by clicking the workbench with an empty hand (this allows you to upgrade your workbenches, by swapping the tools for higher level ones).
Crafting Recipes
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Most skills will act to replace the RND tech trees (power, data, engineering, etc.).
- Recipes will usually require a certain skill level in one or more skill trees (i.e a generator might need Power level 4 and Engineering level 2)
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Additionally, new categories will be added to the crafting UI, to break the list of crafting recipes up into smaller lists, so they are more searchable.
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The list of available designs will not directly come from RND, as AI, Telecoms, etc. shouldn't be craftable. There will be lots of things stripped out/added, etc.
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Quality of life updates, if easily resolved, will be sorting by skill requirements
Increasing "Skills"
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Tinker bench
- Requires tinkering tools to build. Similar to the deconstructor, you place items onto the bench and deconstruct them to gain experience points. When using the tinker bench, only a few (if any) components are returned.
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Scrap bench
- Designed for getting the most components out of something. You get a tiny amount of experience, because you only care about getting everything useful out of something.
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General use
- Creating items, weapons, etc. will give you experience (with diminishing returns) towards its tech group.
- Certain skills have related activities that give experience.
- Botany
- Harvesting, Fertilizing, Seeding, Watering, Weeding, etc. increase Botany.
- This in turn increases the chance of "Good" stats increasing when seeding plants, and can increase yield when harvesting.
- Medicine
- Performing Surgery, Applying bandages or medicines to others. Remember, surgery can be performed on corpses.
- This decrease chances of failure from using poor-quality surgical tools, as well as unlocking more medical recipes to craft.
- Botany
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Books
- Added to loot tables, are tech books with varying levels of expertise (novice, master, etc.). Once a certain level is reached, you can read them for a quick boost of experience points. (think of it as, somebody with no experience in physics will benefit reading a book on advanced quantum theory).
- I am open to the idea of high level players being able to write out their own books, with plenty of paper and time, but unsure how gamey this will become. Potentially capped at teaching up to a quarter of their level, so they can't powerlevel people.
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Equipment
- flag for armor (probably rename + use special_defence) to add bonus points to skills, similar to actual fallout. +1 or +2 flags, etc. Perhaps things like +x% experience gain.
Gameplay example:
Tinkerer Tim (Tim, for short) wants to make generators, so needs to learn engineering + power (if say, a General Generator needs level 2 Engineering, and Level 4 Power).
Tim has already reached level 2 Engineering, when found an old warehouse with some tools to break down, and an instruction manual.
Tim puts his Notepad on his belt slot for +5% experience gain.
He crafts Tinkering Tools using a screwdriver, wrench, pen and glass (for magnification of course).
Tim has recently found a large duffelbag of batteries, some high powered, but mostly basic power cells. He also has some spare tools he doesn't need.
He won't get much experience from the high powered cells yet, because he is too low level. So he starts off by tinkering down the basic power cells, which will give him the most efficient experience rate. After reaching level 2 power, he isn't getting as much from the basic cells, so breaks down the few high-powered cells he has.
This only just pushes him to level 3, so he has to either craft some Power items (like batteries), or find something new to tinker down. He decides to sacrifice his laser pistol, which also nets him a bit of gunsmithing experience.
Now he has the experience he needs, he needs to craft an machinist workbench to make circuit boards and parts.
The basic machinist tools require 2 screw-driver, a basic power-cell and 5 cables. (a screwdriver, cell and cables gets jury-rigged into a soldering kit).
Tim has now set up his workbench, and traded in town for some more materials to make components. He creates his generator circuitboard, and builds himself a generator. He can finally power his airlock, and build the pillow-fort he wanted.
(Later on, Master Electrician Tim was kidnapped by the brotherhood of steel for his skills, after their only engineer was electrocuted)