Postby Doug R. » Fri Jun 30, 2006 1:27 pm
The biggest change I think I would make is a completely dfferent manufacturing process. The way things are now, we are locked in as to how specific things are made. All embroidered cotton shirts have bone buttons. What about stone buttons? Metal buttons? The poor vegan characters out there can't use or wear half the things out there because they can't make simple, obvious, substitutions because objects are hard-coded.
1) All materials in the game would be classified as either:
-nutritional
-structural (stone, wood, iron, etc)
-textile (cotton, etc)
-chemical (oil, salt, etc)
2) All manufactural items would have requirements based on these three classifications (so a hammer would require any structural instead of specificly wood).
3) All materials would have an inherent durability. If you build items out of more durable material, they last longer.
4) All items will have a quality. The more time spent making something, the higher quality. Quality affects wear.
5) All land and water vehicles would not be hard-coded either. They would be built modularly, based around a core frame. There would be X different frame times, ranging from small to large. The character would then customize what goes onto the frame, and can sacrifice speed for cargo room, etc.) That would make every vehicle essentially unique, eliminating all those useless vehicle classes that currently exist. ("she doesn't look like much kid... but she can do the Naron to Sjoftich run in less than a year") Bigger engines add more power but are also heavier, meaning you could put "car" engines on motorcycle frames, carry almost nothing, but get across the island in a day... You could also even dispense with having fixed frames and allow the players to customize their frames.
6) Item wear would be based almost entirely on usage, with an environmental factor coming into play for damp regions. I would also cut current deterioration in half.
7) Metals could be alloyed. We have tons of nearly useless metal in the game. Let the players refine and mix it all up to make new alloys. Let them experiment (each "optimal recipe" would be a kept secred by the RD, and players would have to experiment mixing various proportions of metals, with the outcome either being too soft or too brittle depending on how far off the "optimal recipe" they were. All metals in the game would get new fictional names to keep players from looking up alloy recipes.)
8) Weapons would be simplified. You would have the basic D&D style classification (slashing, piercing, bludgeoning, ranged or melee), with damage calculated by the class and amount of construction materials used and the quality of the weapon, making each weapon unique (unless mass produced). Ranged weapons would be the only weapons that could be used for hunting, and they could also be used to hit characters out on a road from a town, or to hit characters in docked boats (and conversly, to hit characters in a town from a boat, or on another docked boat). Since this would make ranged weapons in higher demand, they will also be harder to use, having a different hit success rate than melee weapons (and bludgeoning melee weapons would have higher success rate than slasing or piercing to reflect the lower skill needed to wield).
9) Any item can be onamented with anything. If you want a bejeweled smelter, go for it.
10) Buildings can be made any size, and descriptors would be dropped (no more cottage, etc). If you only have 10kg of stone, go ahead and build, you just can't fit as much inside. I would also have building features, like windows.
So, basicly, I'm going for more realism of a society simulator by not boxing characters into making pre-determined items.
Hamsters is nice. ~Kaylee, Firefly