Different resource qualities

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Crosshair
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Different resource qualities

Postby Crosshair » Mon Jan 11, 2010 4:49 pm

At the moment Iron is Iron, Wood is Wood, etc...

Imagine if you could get hematite in one place that made weapons that were harder wearing and more dangerous than if they were made at some other place? Or wood that made a ship faster... Obviously these characteristics wouldn't be made into visible quantities, but It would encourage trade...

"I've a fine sabre made out of best Teregothan Steel"

"I won't buy your longbows, they're of a shoddy wood about Bjolt! Now this bow is strong, that's real Siom Forest wood!"

It would just add another dimension to the game. It would be tricky when mixing hematite e.g. from different locations, but then the quality would just be an average of the two or three types. like i say, nothing visible in game except for in the result. so an arbitrarily determined value assigned to every resource involves in construction. It would take a while, considering how many locations there were, but it could be implemented slowly, with just one island or region at a time. Still a pipe dream, but we'el see...
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Rob Maule
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Postby Rob Maule » Mon Jan 11, 2010 5:39 pm

I think instead of different resource qualities, I'd prefer different item qualities, which would depend on the skill of the crafter instead of the resource origin. If you had a location with poor resources, that would never change. If you had a location with poor craftsmen, you could always practice or find a better one.
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Piscator
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Postby Piscator » Mon Jan 11, 2010 6:41 pm

I would prefer the second option, too. Resource qualities sound problematic for the reasons you mentioned. Items would be much easier and would have roughly the same effect on the game.
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Ruby
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Postby Ruby » Mon Jan 11, 2010 10:59 pm

I would prefer skill be used in this way INSTEAD of making gather/crafting faster/slower. All that does is make it impossible for me to figure out how much resources to gather and end up wasting an entire tick on projects that is 99% complete.

"Oh you wanted to gather 300 resources but you only gathered 299. Going to take you a whole 'nother hour to gather that last gram. Because you thought you could gather 300" :x
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Rob Maule
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Postby Rob Maule » Tue Jan 12, 2010 1:31 am

Ruby wrote:I would prefer skill be used in this way INSTEAD of making gather/crafting faster/slower. All that does is make it impossible for me to figure out how much resources to gather and end up wasting an entire tick on projects that is 99% complete.

"Oh you wanted to gather 300 resources but you only gathered 299. Going to take you a whole 'nother hour to gather that last gram. Because you thought you could gather 300" :x

I think a project system that allows you to work for a certain number of turns would be helpful in that case, instead of toward a concrete goal. But that's neither here nor there, and for another thread.

But there's also tiredness that affects project completion, so it's not just the skills in play. And I'm starting to think that sneezing somehow effects projects, as it's been taking me an extra hour to break locks for a certain character.

And skills sometimes put project completion in your favor. Having an expert skill allows you to spend less time doing something. Gotta love that. In the 99% scenarios, I tend to make one-day projects, then tone them up or down for the next, giving myself a little buffer for tiredness and possible animal attacks. But that final percent is just like traveling. I hate it when it shows 100%, but I'm still not there. I like to think that I was doing so awesome in the previous turns that the last percent was a congratulations for being great. Like a little breather before you work your way into a new mess.
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Postby Snake_byte » Tue Jan 12, 2010 2:23 am

Both ideas sound pretty interesting to me.
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