[Suggestion] Default Blueprints Via Player, + Default Blueprints Via Workbench
5 replies, posted
There should be two sets of default blueprints, the first set is unlocked right when you start and can be crafted anywhere provided you have the materials.
This first set is the very basics.
The second set of blueprints are craftable at a workbench only with the proper materials.
The second set is intermediate items/recipes this helps the technology advance to a proper stage for everyone to be on a more even playing field early on and even later on.
The batch of recipes that I consider intermediate are the following:
* Water-pipe Shotgun
* Stone Spear
* Red Jacket
* Urban Clothes
* Salvaged Tools
* Crossbows ( Not in the game yet )
* Radios ( Not in the game yet )
* Large Wooden Storage Box
* Combination Lock ( Not implemented yet maybe the code-lock for now )
* Large Signs ( not HUGE , just large )
* Revolver
* Pistol Rounds
* Wooden Barricade ( All barricades should only be craftable at workbenches )
Of course you could always find the blueprint to craft these items without a workbench unless it is workbench locked such as barricades or something like that.
Basically I want a way to get intermediate technology at a reasonable time-frame that naturally helps the game move from Low-Tech>intermediate>High Tech without leaving anyone behind and helps new players who join a server to compete with high tech players that have been in the server for some time without sacrificing the gameplay or the "grind"
A few things I like here though it seems you are suggesting 3 teirs not 2.
(all assuming provided the proper resources)
1. default starter stuff everyone can always craft anywhere
2. can be made at workbench until blueprint acquired then can be crafted anywhere
3. always requires workbench to craft (requires blueprint first? this part is unclear in your post)
What I think might go well with this is varying costs of crafting items. Say without the blueprint I can craft a Bolt action at a work bench but Im inefficient at it so it takes twice as long or costs twice as much or is crafted at half durability.
One big issue I have with this idea is it kills the economy of a fresh server, though blueprints transferring over wipes does that as well.
off topic: I maintain that there needs to be a way to lose blueprints you've learned.
To Clarify my OP: I want default BPS available to everyone that can be crafted anywhere to be like we have now with minimal tweaks. Next I want a new workbench that unlocks more crafting recipes when you use it this workbench will have intermediate recipes.
Next I want certain items to ONLY be craft-able at this workbench IE it is a crafting Requirement for some items. ( For Instance barricades, Traps, High Tech Items etc. )
I posted on another thread about the new research workbench they are working on in the blog.
Basically I wanted the blueprints to get stored in this workbench and anyone with access to this workbench can craft the blueprint inside.
This does several things
1) Newmans/nakeds cannot raid rad towns for blueprints unless they manage to get them back to a research workbench to use it
2) You cannot craft certain items away from this workbench
3) You can lose blueprints if the people raiding you finds this research workbench
However I do not want this solution Unless there is a stable and consistent way to get blueprints/items that is less random Such As but not Limited to Farming a new AI Monster or Delving into a dungeon or New Events such as Shipwrecks, sunken treasure or Trade-Routes.
IMO, there is nothing wrong with newmans doing kamikaze raids to get blueprints from rad sites. the solution is to kill them if you have an issue with it and are equipped to do so, not to implement systems to make it harder for everybody when they start.
that said, i agree with the idea that gear should be tiered based on how difficult it is to make, similar to legacy with the workbench requirement for certain items. i also think some gear should be loot only:)
my 2 cents:)
The problem with a newman/naked person going into rad town to "learn blueprints" is that there is absolutely No Risk involved and you gain everything. Going into radtown with gear on is USELESS, just place a sleeping bag and once your naked run is finished kill yourself and pickup the loot if there is more than just bp's to learn.
Making it so those people going in naked have to hike back to their house that has a research workbench in order to use it will make it so people will actually go to a rad town IN GEAR to make sure they make it back alive and well with their new bp's or other loots.
At the very least it will stop a-lot of the problems with rad town houses, rad town naked runs, and rad towns always being empty.
i don't understand the problem myself. ANYONE can use the same technique to raid rad sites, whether they are a well founded pro, or a newspawn trying to get any gun they can to compete with the other players. why should i be restricted from using any of the rad sites unless i have full radiation gear?
follow the legacy method. have some rad sites have none, some have moderate and some have lots of radiation, and tier the number of spawn sites according to how bad the rads are. that way kitted players will go to the high rad sites because they know it will likely be full, and nakeds can fight over the single box in the barn, but not be cut out of advancement until they make themselves look pretty.
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