Other > Suggestions

Crafting system

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melcma:
Current crafting system is not bad, but i suggest it to make more realistic and balanced. Crafters shouldn't need to know how to use weapons, repair/science skill would be enough and patterns, schematics, books.

Schematics system is based on buyable patterns, papers, little books and other that privdes you informations about crafing. Repair skill is your mechanical knowledge about guns, when Science is base for more mathematical skills like gunpowders, scopes, batteries etc, so crafting flamer shouldn't be challenge for skilled auto mechanic but making a scope for sniper rifle should show his lack of physics skills.

Other reason to change crafting system is:

"hey, i wanna make a drugs and stimpacks, let's make a char able to pvp and craft. Hmm, sg burster looks fine, it do not require much sg skills%, so ill put rest points in doc and first aid. Oh shit, 9 IN need, ok, I'll make just an alt."

Big Guns

Flamer
-40 repair
-free for tagged repair

Improved Flamer - improving dmg will not make it more usable, it's still weapon for exping. I suggest to fix range to 7 hexes
-60 repair
-HQ Alloys x2, HQ Metal Parts x1
-400 caps pattern

Rocket Launcher
-60 repair
-40 science
-150 caps pattern

M60
-100 repair
-50 science
-1000 caps pattern
-wood, metal parts x2, HQ metal parts x3, junk x3, alloys x2, HQ alloys x2,

Minigun
-140 repair
-60 science
-3000 caps pattern

Avenger Minigun
-140 repair
-80 science
-5000 caps pattern

Energy Guns

Laser Pistol
-40 science
-40 repair
-free for tagged repair

Magneto-Laser Pistol
-60 science
-40 repair
-150 caps for pattern

Laser Rifle
-60 science
-50 repair
-500 caps for pattern

Laser Rifle (ext mag)
-90 science
-50 repair
-2500 caps for pattern

Plasma Pistol
-80 science
-60 repair
-1000 caps for pattern

Plasma Pistol (ext mag)
-100 science
-60 repair
-2500 caps for pattern

Plasma Rifle
-120 science
-60 repair
-3000 caps for pattern

Turbo Plasma Rifle
-130 science
-70 repair
-4500 caps fot pattern


Small Guns

too long, ill take a look later


Armors

Tesla Armor
-120 science
-120 repair
-HQ Metal Parts x2, HQ Alloys x1, Electronic Parts x5

Leather Jacket
-free for tagged repair

Leather Combat Armor
-40 repair

same goes for other armors, a little repair skill, up to 180% for brotherhood armor.


Doctor/Medical
major change is take first aid out of requiments

Healing Powder
-free for tagged doctor

Stimpack
-40 science
-40 doctor

Super Stimpack
-60 science
-80 doctor

Rad Away&RadX
-80 science
-80 doctor

Buffout&Mentats&Jet
-100 science
-80 doctor

Psycho
-100 science
-100 doctor

As u see, no cap for levels of profession and no SPECIAL requiments. Patterns can be replaced with learning schemats from npc.

falloutdude:
i think after wipe there is something like this with schematics

Solar:
Indeed, blueprints. Requirements for profesions are much lower too (with no special requirements at all)

Wichura:

--- Quote from: Solar on June 03, 2011, 07:57:24 AM ---Indeed, blueprints. Requirements for profesions are much lower too (with no special requirements at all)

--- End quote ---
* fap fap fap *

What about profession count per character? Is it still limited to 4?

Crazy:

--- Quote from: Wichura on June 03, 2011, 03:06:24 PM ---* fap fap fap *

What about profession count per character? Is it still limited to 4?

--- End quote ---

Yes, but only 2 level of prof available (the third is blueprints), so you can have 2 profession maxed.

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