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Crafting

Started by DefilingDemon [700846] on in Suggestions.

6 replies · 84 views · thread synced · 7 days ago · View on torn.com
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DefilingDemon [700846]

The basic idea

 

Introduce the ability to craft weapons and amour into the game, This would bring forward new elements to the game that I believe will not only add to the players experience, Remove money from the game, Increase activity and open up a new potential market. The idea is introduce a way for players to craft there own weapons and amours over a multi tiered tree. This will work on a 'Exp gain' mechanic where by the higher your skill, the higher the quality the final successful product will have.

 

 

The Tree

 

Players will have a choice to start their crafting journey by spending 5000 points. This allows them to unlock one of four options 

 

Forge- When unlocked this will allow players to craft melle weapons 

Basement workshop- When Unlocked this will allow players to begin crafting small guns (secondary weapons)

Warehouse workshop- When unlocked this will allow players to begin crafting large guns (Primary Weapons)

Tannery- When unlocked this will allow players to begin crafting amour items.

 

Once a choice has been made, the other three are locked for 365 days

Skill is non-transferable, if you change your crafting option, your skill in that will start at 0

 

The skill naturally declines at a rate of 1% day, this helps ensure people who are actively forging can maintain the profitability of their labourer, and those who don't, cant just 'pick it back up' it also helps level the ground a little between older and new players.

 

 

 

Crafting Materials

 

These are materials that can be found in the city or purchased abroad. Each weapon or amour requires a certain number of each material, for example a leather amour requires 10 leather, combat amour would require 15 Kevlar, 1 leather.  The benefit to this is it provides item runners with another option and it's market subjective, flowers and plushies at the moment are pretty standard, you need one of each. This method and with various quantities and types of materials being needed would be subject to the supply/demand of the market and due to the number of different materials required and quantities it should mean the market doesn't get flooded 

 

 

 

Skill/Projects

 

As a players skill level increases their chances of successfully crafting an item increases. The amount of skill required to craft is variable, for example. Skill naturally declines by 1% every day. Each new project increases skill by set amount with a limit in place of two projects being ran simultaneously but from different tiers 

 

Project1: Apprentice- this is for the crafting of the lower end weapons or amour (e.g, leather amour or Glock) these would take on average 1h to complete and have no checkpoints (see below)

Project 2: Skilled- This if for the crafting the mid range weapons and amour (e.g full body amour or M29) these would take on average 2h to compete and have one checkpoint

Project 3: expert- This is for the crafting of the more heavy duty equipment such as combat amour or minigun) these would take on average 6 hours and have 2 check points 

Project 4: Master- This is for the crafting of 'RW' equipment. Perks and specials are random these would take on average 24 hours and have four checkpoint

 

At skill level 0 you would have a 70% success rate of successfully crafting leather amour but only a 20% sucsess rate of crafting combat amour, with a 0.0001% rate of crafting vanguard.

 

At a skill level of 5 you would have a 95% success rate with leather, 30% with combat and vanguard would be 0.0002

 

At a skill level of 50 you would have a 100% success rate with leather, 70% with combat and 0.05% with vanguard

 

At a skill level of 100 you would have a 100% on leather, 98% with combat and a 2% with vanguard 

 

Obviously these would require balancing by Minds better than my own 

 

 

Checkpoint's 

 

Checkpoints apply to anything in and above the 'Skilled' category above. Checkpoints do not save your progress however missing them can affect the outcome, be it quality or success rate, likewise meeting the checkpoint can improve quality or sucsess. This promotes activity while also adding another requirement especially for the high tier equipment. These could be at random intervals or evenly spaced 

 

This is the idea in a nutshell, I'm sure it needs developing further and balancing.

Lady_Face [679926]

I wouldn't keep the Tiers locked for a year. That will make it frustrating for the average player. Make it either skill based or exp based to unlock the next.

Crafting to be honest, should also burn E or N. Perhaps depending on the item, both.

 

But overall,  "A supportable idea." 

 

I like it.

DefilingDemon [700846]

Thanks for the feedback Lady, edited for clarity.

The project (previously labeled as tier) are not locked, the selection of crafting is what's locked. 

Mr_Snugglecurse [2968469]

Perhaps as Edu block that leads to Job....  I think that making low tier armor and weapons would be a waste    ( given that there would be a flood on the market and value drops )... But if it was set up as job can make weapons using JP's that have rando stats pertaining to Edu completed, Time at job, and work stats, ect and make it Difficult to achieve (ie: time in edu, JP cost ect)   This would bring in a bunch of custom weapons but also keep them rare enough to hold need/value allowing those that put in the effort to get there to make a decent profit 

 

Fluffy-Kitten [2489078]

A similar idea was posted here but not for weapons

 

Rated, as I like the idea of crafting, maybe because of the many hours I spent herb picking in WOW just to make potions.

Mentions: Give us crafting!