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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Chrupek on January 18, 2012, 12:15:34 pm

Title: Blueprints crafting
Post by: Chrupek on January 18, 2012, 12:15:34 pm
Now we have low chance to find blueprints, and i believe its a good thing. Whats bothering me - its random chance. You can spend whole day, travelling your special encounter finder char, and nothing. On the other hand, you can step into first random enc, and get nice blueprint. I have an idea, of crafting blueprints:

disassembling specified amount of gun, brings you blueprint. Maybe 20?
Req: you need high INT (8 or more). You need high skill repair or science.

It could work that way: Every disassemble gives you log: You have learned about this kind of gun (1/20), next disasseble gives you log (2/20) and so on. After reaching 20, you get blueprint in your inventory.

For balance: req, and number of disassembled items, could be increased, to avoid shitloads of blueprints around.
Title: Re: Blueprints crafting
Post by: avv on January 18, 2012, 12:30:51 pm
Ain't blueprints going to have quests for them? It'd be preferrable to wait to see these quests done and then check whether or not blueprints are too hard to get.

The idea is pretty cool, your char learns the blueprints. Nobody's gonna dismantle 20 plasma rifles just like that.

However when it comes to CAs and CAmkIIs it might be too easy.
Title: Re: Blueprints crafting
Post by: Chrupek on January 18, 2012, 01:40:52 pm
However when it comes to CAs and CAmkIIs it might be too easy.

thas why number of items needed to dismantle could be various. For armors, which are simple farmable right now, it could be 50.
But youre right - quest can change blueprints, so we need to wait and find out.
Title: Re: Blueprints crafting
Post by: Andr3aZ on January 18, 2012, 01:58:32 pm
Pretty good idea, if merged and balanced correctly with other the other crafting/BP features, this could be awesome!
Title: Re: Blueprints crafting
Post by: Wallace on January 18, 2012, 02:42:20 pm
I suggested something like this already
http://fodev.net/forum/index.php?topic=20068.msg170439#msg170439

Plus i don't see any reason why once you get a blueprint you couldn't copy it with let's say empty holotape
Title: Re: Blueprints crafting
Post by: Michaelh139 on January 18, 2012, 11:19:46 pm
Plus i don't see any reason why once you get a blueprint you couldn't copy it with let's say empty holotape
Yes, like blueprints be found and distributed to every single entity in the wasteland making finding other blueprints totally worthless.

You really can't see ANY reason why not? :P
Title: Re: Blueprints crafting
Post by: Wallace on January 18, 2012, 11:32:01 pm
Okay - i do see a "balanced" reason but still no "reasonable" reason ;]

Simply put - idea that papers cannot be redrawn is weird...
Title: Re: Blueprints crafting
Post by: Chrupek on January 19, 2012, 10:33:59 am
Thats becasue for now blueprints, are just symbols of crafting ability. You dont look at blueprint, and then craft gun - you 'eat' blueprint and then you can craft X amount of guns...

But its still better than, making blueprints more like perks (which appears in your character stats), because, you can now SELL blueprints. More diversity in making caps. But profession: blueprintist (:P) doesnt make any sense for now, cause of lack of blueprints.
Title: Re: Blueprints crafting
Post by: Wallace on January 19, 2012, 07:55:36 pm
Okay maybe we don't need copying BPs BUT we do need some way for crafter not to be useless until they got some BPs

Currently it's extremly boring to play a crafter
Title: Re: Blueprints crafting
Post by: Roachor on March 27, 2012, 10:13:43 pm
I had the same idea, you should be able to get bps from dismantling things. Makes more sense than the current system.
Title: Re: Blueprints crafting
Post by: Rage master on March 28, 2012, 11:35:18 am
Sure...20gatling, 20avengers, 20gauss pistol, on event bozars, apa, vindicators, and other shit :) i just pointed weak poin of your idea