This idea was presented in polish forum and met quite good votes.
As we know diversity is very important factor of life, evolution and games It is good in Cantr that every char has a different level of skills and can create something faster/slower than others. Let's go farther: Skill level should influence a quality of created items.
Quality should be present in clothes, weapons, tools, jewerly and maybe vehicles.
Example:
Making a steel battle axe.
Expert:
Expertly made steel battle axe. (+10% dmg, +100% durability)
Skilled:
Skillfully made ... (+5% dmg, +50% durability)
Efficient:
Efficiently made ... (no influence)
Novice:
Novicely made ... (-5% dmg, -20% durability)
Muff:
Awkwardly made ... (-10dmg, -40% durability)
The same simple description can be used in tools and vehicles.
Clothes and jewerly should be described in much detailed way:
Example of bone bracelet:
Muff:
a bracelet of neglectfuly joined bone pieces, strung on a weak sinew
Novice:
a bracelet of novicely polished bones, strung on a length of sinew
Efficient:
a bracelet of carefully selected bones, strung on a length of sinew
Skilled:
a bracelet of carefully selected and well polished bones, skillfuly strung on a sinew
Expert:
an elegant bracelet of masterly polished bones with mistical carved pattern, skillfully strung on a sinew
So in case of clothes and jewerly level will influence the look of created item.
The advantages of this idea are quite obvious (i hope) and about disadvantages:
1. Every item must have its level (additional parameter).
2. Someone have to make additional desctripions for clothes and jewerly.
3. People with pretty thing will die more often
4. System has to do more calculations.
Ad. 4: System has to calculate final level of created item when chars in the project have different skill levels.
At first tick of a project a variable of item level (l_var) is created:
Code: Select all
l_var:=avg_of_all_people_in_project
Then at every tick of project progress system has to re-calculate an average value of created item:
Code: Select all
l_var:=(l_var+avg_of_all_people_in_project)/2
At the end l_var is rounded down to integer value.
This algorithm is not complicated and server should handle it very easy
Additionaly skilled chars could choose a speed of a project with penalty to level of finished item, for example: Expert (lev 5) can choose one of 5 speeds - he can make an axe very fast but it will be a worst axe (lev 1) - the same made quite long by the awkwardly skilled char (lev 1).
So he can chose speed of:
1. much longer - axe of craftmanship (lev 5)
2. a little longer - skillfully made axe (lev 4)
3. normal speed - axe lev 3
4. a little faster - axe lev 2
4. much faster - axe lev 1.
Efficient char (lev 3) can choose only one of 3 speeds:
1. a little longer - final item will be lev 3 (efficiently made)
2. normal speed - axe lev 2.
3. a little faster - axe lev 1.
Awkwardly skilled has only one speed:
1. a little longer - axe lev 1.
So what do you think about that?
lacki2000
p.s. sorry for my english.