Armageddon General Discussion Board

General => Code Discussion => Topic started by: FantasyWriter on August 01, 2014, 06:50:14 PM

Title: Skill General Crafting
Post by: FantasyWriter on August 01, 2014, 06:50:14 PM
Anyone ever find it annoying that you have can't make simple things with any PC?


Tying a string around a tooth from the first raptor you killed as a trophy to wear around your neck.
Sharpening the end of a stick to make a crude spear or digging stick.
Cutting three holes in 'a large bag' to make a Doby-style tunic after loosing all your shit at cards or or being raided/passing out drunk (granted most "cloth" can be worn about the body).

Thoughts, comments, hellnoes, other things you think anyone should be able to make?
Title: Re: Skill General Crafting
Post by: slvrmoontiger on August 01, 2014, 06:55:58 PM
I think this is an interesting idea. People should have the ability to make makeshift stuff. Of course its chance of lasting or working and the limitations of what they can make should be clearly defined. The examples you provided do make sense as long as the people have the right equipment to make the stuff. I like this idea.
Title: Re: Skill General Crafting
Post by: Barsook on August 01, 2014, 06:59:41 PM
I dig this but shoudn't be skill makeshift crafting?
Title: Re: Skill General Crafting
Post by: FantasyWriter on August 01, 2014, 07:07:05 PM
Having given it a little more though, I'd like to see the skill advance very slowly (similar to combat skills) making it very difficult to use it for profit, and maybe set everything made with the skill a value of 1 coin.  THis would also reflect how slow you would advance in a "skill" that covers such a broad area of disciplines.

It seems realistic to me.  If you try enough times, anyone can whittle out a spear or momento without any hopes of every becoming a Da Vinci.

Another similar idea would be to make all "beginner" crafts craftable by anyone with a very low chance of success similar to the way climbing without the climb skill works.
Title: Re: Skill General Crafting
Post by: FantasyWriter on August 01, 2014, 07:17:36 PM
Also, "crude" or a similar descriptor would be a required sdesc word.

a crudly-carved spear
a crude raptor-toothed charm
a sackcloth tunic of crude design

I'm picturing rinthers walking around with fist-sized lumps of stone to beat people's brains out with or an old hermit in need of a new walking stick or a hollowed out gith skull to cook his stew in.  role-play props galore.
Title: Re: Skill General Crafting
Post by: Reiloth on August 01, 2014, 07:54:40 PM
As long as it's limited to your wisdom score.
Title: Re: Skill General Crafting
Post by: Barsook on August 01, 2014, 08:00:03 PM
That.  Yes.
Title: Re: Skill General Crafting
Post by: Narf on August 01, 2014, 08:02:01 PM
Quote from: Reiloth on August 01, 2014, 07:54:40 PM
As long as it's limited to your wisdom score.

Wisdom doesn't limit any other skills in this game, I don't really see that being changed for new ones.

That said, how would new items be added to the database? Could ancient characters that have managed to get their "make useless crap' skill up to master submit mastercrafts?
Title: Re: Skill General Crafting
Post by: Reiloth on August 01, 2014, 08:05:13 PM
How could/would an idiot figure out how to make a makeshift spear?

While I agree with the sentiment of the OP, this isn't a balanced game. People shouldn't be able to do everything.

If you want to make general crafts, maybe pick the general crafter sub guild?
Title: Re: Skill General Crafting
Post by: FantasyWriter on August 01, 2014, 08:08:49 PM
Quote from: Reiloth on August 01, 2014, 07:54:40 PM
Could ancient characters that have managed to get their "make useless crap' skill up to master submit mastercrafts?

They didn't allow rangers to have their direction sense skill boosted when the skill was added and rangervision done away with, so I doubt it.

Totally misunderstood your question.  facepalm
Title: Re: Skill General Crafting
Post by: Reiloth on August 01, 2014, 08:20:02 PM
hey I didn't say that, you just made me feel crazy!
Title: Re: Skill General Crafting
Post by: Narf on August 01, 2014, 08:39:43 PM
Quote from: FantasyWriter on August 01, 2014, 08:08:49 PM
Quote from: Reiloth on August 01, 2014, 07:54:40 PM
Could ancient characters that have managed to get their "make useless crap' skill up to master submit mastercrafts?

They didn't allow rangers to have their direction sense skill boosted when the skill was added and rangervision done away with, so I doubt it.

Totally misunderstood your question.  facepalm

I was more suggesting it as a source of steady streams of new crappy items that the imms wouldn't have to design themselves. I literally had no other motivation to suggest that people should be able to mastercraft junk.
Title: Re: Skill General Crafting
Post by: FantasyWriter on August 01, 2014, 09:31:39 PM
Quote from: Reiloth on August 01, 2014, 08:20:02 PM
hey I didn't say that, you just made me feel crazy!

Reiloth: WTF? I have no idea how that happened.

Narf: I always like the idea of being able to have players submitting items. ;)
Title: Re: Skill General Crafting
Post by: Lizzie on August 01, 2014, 10:54:52 PM
Easy way to resolve the "no mastery allowed" thing:

Make everyone start out at novice, make all craftables that fall into this category craftable at novice, and cap everyone at novice. Problem solved.

And agreed on value - make all craftables that fall under this craft category valued at no more than 1 coin. And - don't make any of them secret components. NONE of them!
Title: Re: Skill General Crafting
Post by: X-D on August 01, 2014, 11:52:34 PM
You know, there are general crafts right?

I mean, not many, 10-15 I can think of off hand...but they exist, they are crappy and anybody can make them.

My bet is, if you can make a case for more, and ask staff they would be willing to put a few more in.

At least 4 of them right now are based on the salvage command...good place to start if you do not know them or wish to get more added.



QuoteSalvage

(Trade)

This command allows your character to attempt to salvage an object, creating raw materials useful for a variety of tasks. The salvaged object is always destroyed, similar to how the junk command behaves, but the process is more time-consuming than merely destroying an object. The amount of salvaged material produced varies based on several factors. Objects that are too small or of poor quality may provide nothing useable.

As of now, not all objects can be salvaged. You will not lose your object when attempting to salvage an object of an unsupported material.

Syntax:
salvage (item)

Example(s):
>salvage cloak
You begin salvaging.
...
You tear apart a red sandcloth cloak and produce a useful piece.

Notes:
Due to their poor quality, salvaged materials can only be crafted into very crude items. However, they are also useful for repairing armor and other tasks.