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We could replace mining, scavenging and gathering with a streamlined "resource collection" process. But that is a horrible idea- it dumbs down the game and takes out a lot of the flavor. Despite all three methods using the same mechanic, the variation of methods provides flavor.
The same could be said for item creation and deconstruction. At a very basic level, crafting and decomposing follow these basic patterns:
x,y,z --create--> item
item --deconstruct-->x,y,z
Depending on the items in question, the terminology may be different, but the underlying pattern is there.
Iron Ore is refined into Iron ( x --create-->item )
Copper Pickaxe is crafted from parts (x,y,z --create-->item)
hydrogen and oxygen are chemically combined into water (x,y --create-->item)
water is chemically separated into hydrogen and oxygen (item--deconstruct-->x,y)
Tires are recycled into iron and rubber (item--deconstruct-->x,y)
Stone is crushed into gravel (item--deconstruct-->x)
While there are all these different names, the process mechanic underneath are the same.
Proposal
For the sake of adding "depth" to the game, I propose we split the two mechanics up into types. Why? so we can add more skills for people to master- imagine a master mechanic vs. a master chemist.
The first step would to be to create a list of (mostly evenly matched) types of creation and destruction. These would tie into user skills.
The text was updated successfully, but these errors were encountered:
Idle thought...
We could replace mining, scavenging and gathering with a streamlined "resource collection" process. But that is a horrible idea- it dumbs down the game and takes out a lot of the flavor. Despite all three methods using the same mechanic, the variation of methods provides flavor.
The same could be said for item creation and deconstruction. At a very basic level, crafting and decomposing follow these basic patterns:
Depending on the items in question, the terminology may be different, but the underlying pattern is there.
While there are all these different names, the process mechanic underneath are the same.
Proposal
For the sake of adding "depth" to the game, I propose we split the two mechanics up into types. Why? so we can add more skills for people to master- imagine a master mechanic vs. a master chemist.
The first step would to be to create a list of (mostly evenly matched) types of creation and destruction. These would tie into user skills.
The text was updated successfully, but these errors were encountered: