There's been mention on several threads about having maintenance costs. How about implementing upkeep instead? For example, say I make a stone hammer, which currently consists of 65g wood & 50g stone. A sample upkeep cost for using the stone hammer would be 7g wood + 5g stone (10% per use) per 8 Cantr hours. You can apply some of the material to the upkeep if you have it or let the item wear out. Say that once the upkeep cost reaches about 50% of the item cost, then the tool is unusable until you pay the upkeep. As for weapons, the upkeep applied could be in terms of number of uses, say for every 8 uses.
As for aging, it could be similar to tool or weapon use except the upkeep rate (aging) for clothing would be a lot slower, perhaps 1% per 8 Cantr hours. Once the clothing reaches 50% upkeep (wear), the clothing will be considered tattered rags until you apply the upkeep cost (think of it as mending or stitching the clothing) so that it is wearable.
Upkeep for weapons and tools; aging for clothing
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- kasuo
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The Industriallist
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- Pirog
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I don't like it.
Repairing tools and other things should be a project, not needing (at least in all cases) specific resources.
Partly for opening up for professions, but also for preventing the game becoming even more concentrated on "the one with most resouces wins"...
Repairing tools and other things should be a project, not needing (at least in all cases) specific resources.
Partly for opening up for professions, but also for preventing the game becoming even more concentrated on "the one with most resouces wins"...
Eat the invisible food, Industrialist...it's delicious!
- Spectrus_Wolfus
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- Pirog
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Gunther_01
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The way I see it, if we were going to implimentit it, each of your tools, weopons, whatever, would have there own 'health' sort of thing. It wouldn't degrade if left unused, but if you used the tool or the weapon (probably exculde bows) it would loos a bit of 'health'. The amount of 'health' that the weapon or tool uses could depend on what your hitting it with. In fact using a tool as a weapon should make it loose health way faster than normal. Weapons could be 'blunted' more if you are attacking a person with a shield or armour.
The time it takes to construct things will be increased if you are using a dodgy tool. So if it takes one day to manafacture a certain object, it may take 1.2 days if your tool is on 80% health.
When the health of the tool or wepon reaches zero, it is broken and you cannot use it.
The 'repair' option can be accesed through the inventory. Most weapons will need a hammer to repair them, (like sabers), or a file or grindstone, (have they been implemented?)
I think implementing states of disrepair would bring on a whole new level of realism to the game.
What do you guys think, and be brutally honest.
The time it takes to construct things will be increased if you are using a dodgy tool. So if it takes one day to manafacture a certain object, it may take 1.2 days if your tool is on 80% health.
When the health of the tool or wepon reaches zero, it is broken and you cannot use it.
The 'repair' option can be accesed through the inventory. Most weapons will need a hammer to repair them, (like sabers), or a file or grindstone, (have they been implemented?)
I think implementing states of disrepair would bring on a whole new level of realism to the game.
What do you guys think, and be brutally honest.
TRAMAPOLINE!!!! TRAMAPOLINE!!!
- Spectrus_Wolfus
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Gunther_01
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- Spectrus_Wolfus
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the multiple level's of tools weapons get's argued back and forth a lot but not really practical till a item degradation get's implemented. once it does but expect a flood of new tool's and weapons to appear.if we put them in now it'd be like the stone hammer/hammer thing. how many normal hammer's have you seen in the game ?
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