DeletedUser
My suggestion is that there should be "craftable items" using some of the products from jobs. For example:
glass of water+cofee+sugar = hot coffee with sugar : +10 stamina, consumable (vanishes when used) and able to use once per day
grain + glass of water = bread:+50 hp, consumable (vanishes when used) and able to use once per day
beans x2+T-Bone-Steak+Corn x3 = meal: +15 stamina +50 hp,
consumable (vanishes when used) and able to use once per day
the same can be used for: turkey, berries, ham.........
Fool`s gold+gemstones x3+coal = necklace with random bonuses:
50% for 1 skill bonus 10 points max
25% for 2 skill bonus 10 points max in each skill
15% for 3 skill bonus 10 points max in each skill
10% for 4 skill bonus 10 points max in each skill
(skills are randomized so that to make two similar necklaces )
Beaver skin x4 = a hat with random bonuses:
40% for 1 skill bonus 10 points max
35% for 2 skill bonus 10 points max in each skill
15% for 3 skill bonus 10 points max in each skill
10% for 4 skill bonus 10 points max in each skill
(same as necklace, skills are randomized)
and the same can be used for: leather, wool, coyote tooth, buffalo skin, cotton and many more
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SUMMARY
Suggestion: there should be "craftable items" using some of the products from jobs. For example:
glass of water+cofee+sugar = hot coffee with sugar : +10 stamina, consumable (vanishes when used) and able to use once per day
grain + glass of water = bread:+50 hp, consumable (vanishes when used) and able to use once per day
beans x2+T-Bone-Steak+Corn x3 = meal: +15 stamina +50 hp,
consumable (vanishes when used) and able to use once per day
the same can be used for: turkey, berries, ham.........
Fool`s gold+gemstones x3+coal = necklace with random bonuses:
85%chance of crafting no bonus item, with selling price=2x (price of products necessary for crafting)
7% for 1 skill bonus 10 points max
5% for 2 skill bonus 10 points max in each skill
2% for 3 skill bonus 10 points max in each skill
1% for 4 skill bonus 10 points max in each skill
(chances are randomized, skills are randomized, bonus points are randomized)
Beaver skin x4 = a hat with random bonuses:
80%chance of crafting no bonus item, with selling price=2x (price of products necessary for crafting)
12% for 1 skill bonus 10 points max
5% for 2 skill bonus 10 points max in each skill
2% for 3 skill bonus 10 points max in each skill
1% for 4 skill bonus 10 points max in each skill
(chances are randomized, skills are randomized, bonus points are randomized)
(same as necklace, skills are randomized)
and the same can be used for: leather, wool, coyote tooth, buffalo skin, cotton and many more.
Problems
Gathering products: some players may find it difficult to gather all of necessary products to craft an item, and a soltuion would be auctioning of those; (all "trade" posts in this thread) the auction is open and a playes sees olny the last bid and timer of the auction.
How to implement this:
System:
* Adding a new shop for the recipes
* recipe for particular item has a list of : products necessary for crafting, percentage chance of bonuses
Player wanting to craft item
* buys a recipe (for example for a hat)
* it is added to a list of recipes (crafting button, on the left side)
* chooses a recipe (item) he wants to craft
* makes sure he has all of the products necessary
* pushes "create" button
System:
* randomizes (basing on the recipe) how many skills will be bonused (1-4 skills,3 skills for example)
* randomizes what skills will be bonused (all skills included, dodging, shooting,hitpoints for example)
* randomizes how many points will be added (from 1 point to 10 points) for a particular skill
glass of water+cofee+sugar = hot coffee with sugar : +10 stamina, consumable (vanishes when used) and able to use once per day
grain + glass of water = bread:+50 hp, consumable (vanishes when used) and able to use once per day
beans x2+T-Bone-Steak+Corn x3 = meal: +15 stamina +50 hp,
consumable (vanishes when used) and able to use once per day
the same can be used for: turkey, berries, ham.........
Fool`s gold+gemstones x3+coal = necklace with random bonuses:
50% for 1 skill bonus 10 points max
25% for 2 skill bonus 10 points max in each skill
15% for 3 skill bonus 10 points max in each skill
10% for 4 skill bonus 10 points max in each skill
(skills are randomized so that to make two similar necklaces )
Beaver skin x4 = a hat with random bonuses:
40% for 1 skill bonus 10 points max
35% for 2 skill bonus 10 points max in each skill
15% for 3 skill bonus 10 points max in each skill
10% for 4 skill bonus 10 points max in each skill
(same as necklace, skills are randomized)
and the same can be used for: leather, wool, coyote tooth, buffalo skin, cotton and many more
|-----------------------------------------------------------------------------------------------------------------------|
SUMMARY
Suggestion: there should be "craftable items" using some of the products from jobs. For example:
glass of water+cofee+sugar = hot coffee with sugar : +10 stamina, consumable (vanishes when used) and able to use once per day
grain + glass of water = bread:+50 hp, consumable (vanishes when used) and able to use once per day
beans x2+T-Bone-Steak+Corn x3 = meal: +15 stamina +50 hp,
consumable (vanishes when used) and able to use once per day
the same can be used for: turkey, berries, ham.........
Fool`s gold+gemstones x3+coal = necklace with random bonuses:
85%chance of crafting no bonus item, with selling price=2x (price of products necessary for crafting)
7% for 1 skill bonus 10 points max
5% for 2 skill bonus 10 points max in each skill
2% for 3 skill bonus 10 points max in each skill
1% for 4 skill bonus 10 points max in each skill
(chances are randomized, skills are randomized, bonus points are randomized)
Beaver skin x4 = a hat with random bonuses:
80%chance of crafting no bonus item, with selling price=2x (price of products necessary for crafting)
12% for 1 skill bonus 10 points max
5% for 2 skill bonus 10 points max in each skill
2% for 3 skill bonus 10 points max in each skill
1% for 4 skill bonus 10 points max in each skill
(chances are randomized, skills are randomized, bonus points are randomized)
(same as necklace, skills are randomized)
and the same can be used for: leather, wool, coyote tooth, buffalo skin, cotton and many more.
Problems
Gathering products: some players may find it difficult to gather all of necessary products to craft an item, and a soltuion would be auctioning of those; (all "trade" posts in this thread) the auction is open and a playes sees olny the last bid and timer of the auction.
How to implement this:
System:
* Adding a new shop for the recipes
* recipe for particular item has a list of : products necessary for crafting, percentage chance of bonuses
Player wanting to craft item
* buys a recipe (for example for a hat)
* it is added to a list of recipes (crafting button, on the left side)
* chooses a recipe (item) he wants to craft
* makes sure he has all of the products necessary
* pushes "create" button
System:
* randomizes (basing on the recipe) how many skills will be bonused (1-4 skills,3 skills for example)
* randomizes what skills will be bonused (all skills included, dodging, shooting,hitpoints for example)
* randomizes how many points will be added (from 1 point to 10 points) for a particular skill
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