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Scouts, skin and bardings https://shatteredkingdoms.com/forums/viewtopic.php?f=22&t=18395 |
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Author: | whocarez62 [ Sat Jan 17, 2009 6:58 am ] |
Post subject: | Scouts, skin and bardings |
Two things: 1. Skin fails way too often 2. You should be able to make bardings out of skins. Cheers! |
Author: | Achernar [ Sat Jan 17, 2009 8:28 am ] |
Post subject: | |
I agree with both of these. I thought the trade with those changes to skin was that you had the possibility of skinning more protective materials earlier. I'm not sure the benefit is at the right cost gain ratio. Can anyone verify if I'm dreaming up that part of it? |
Author: | ObjectivistActivist [ Sat Jan 17, 2009 8:32 am ] |
Post subject: | |
Achernar wrote: I agree with both of these. I thought the trade with those changes to skin was that you had the possibility of skinning more protective materials earlier. I'm not sure the benefit is at the right cost gain ratio. Can anyone verify if I'm dreaming up that part of it?
I'm pretty sure you're not, but as with almost every "bonus," the compensatory drawbacks far outweigh again. |
Author: | whocarez62 [ Sun Jan 18, 2009 1:04 am ] |
Post subject: | |
Achernar, does that mean you will look into the to those two things? |
Author: | ObjectivistActivist [ Sun Jan 18, 2009 5:06 am ] |
Post subject: | |
whocarez62 wrote: Achernar, does that mean you will look into the to those two things?
He can't do either. It's a code issue. |
Author: | Achernar [ Sun Jan 18, 2009 5:09 am ] |
Post subject: | |
There's nothing for me to look into. Dulrik is the man who assesses the need for and enacts a code change based on the discussion here in the forums. I know that we did enact changes several months ago. Maybe its time to reevaluate those changes. That's what I'm saying. I definitely see a lot less skinned armor. I'd wager the failure rate is still too high. |
Author: | Seraphiction [ Sun Jan 18, 2009 9:13 am ] |
Post subject: | |
I'd like to make a suggestion on this, since it's something that keeps creeping back on me every time I see an old discussion about the subject. I thought it had already been addressed, so I left it, but since it's being brought up again, here we go: How about a tool-based system for skin? Specifics. 1. Scout skill plays the primary effect on whether successed or not. 2. Scout may only skin with a "tool" used for skinning. 3. This tool must be made of the same substance they are trying to skin, and will incrase in cost/scarcity depending on the might-value of the substance attempting to be skinned. Some tools might be so scarce you could only acquire them through quests, exorbitant sums of money or tracking down someone who has one. 4. This tool will have a ascending rate of breakage depending on the substance. Or perhaps not breakage, but "charges", similar to wands. Ultimately, this allows the player to practice with lower and inexpensive tools to increase their skill. Once they have the skill, (skill failure should not break the tool), they will have no problem with a skin, so long as the tool itself keeps its integrity. This will limit the amount of items they can produce with a single powerful tool, while not making the skill itself suck. Thoughts? |
Author: | Trexor [ Sun Jan 18, 2009 10:59 am ] |
Post subject: | |
Seraphiction wrote: I'd like to make a suggestion on this, since it's something that keeps creeping back on me every time I see an old discussion about the subject. I thought it had already been addressed, so I left it, but since it's being brought up again, here we go:
How about a tool-based system for skin? Specifics. 1. Scout skill plays the primary effect on whether successed or not. 2. Scout may only skin with a "tool" used for skinning. 3. This tool must be made of the same substance they are trying to skin, and will incrase in cost/scarcity depending on the might-value of the substance attempting to be skinned. Some tools might be so scarce you could only acquire them through quests, exorbitant sums of money or tracking down someone who has one. 4. This tool will have a ascending rate of breakage depending on the substance. Or perhaps not breakage, but "charges", similar to wands. Ultimately, this allows the player to practice with lower and inexpensive tools to increase their skill. Once they have the skill, (skill failure should not break the tool), they will have no problem with a skin, so long as the tool itself keeps its integrity. This will limit the amount of items they can produce with a single powerful tool, while not making the skill itself suck. Thoughts? First question, have you ever seen a skinning knife made of fur or bark or any of the weaker materials. Metal sure but cloth armor stuff? If there was going to be a tool or tools to skin certain materials like mithril then those would be horded and one of the main skills of a scout would be rendered useless) Second question, no offense but are you crazy? Making a scout carry a skinning tool? They would have to go to buy them or get them repaired way to often. We do not need tools in the game. You want to RP using a tool go ahead. |
Author: | Dulrik [ Sun Jan 18, 2009 4:39 pm ] |
Post subject: | |
I love the idea of a skinning tool. |
Author: | suzie9fingers [ Sun Jan 18, 2009 4:40 pm ] |
Post subject: | |
![]() A knife is a skinning tool. |
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