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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Swinglinered on April 17, 2010, 08:37:53 am

Title: Cross-convertibility
Post by: Swinglinered on April 17, 2010, 08:37:53 am
Make metal parts makeable from Junk, and sufficient metal parts makeable into junk.

Say 10 metal parts make 1 junk.

4 junks make 1 metal part.

Resource conversion.

Perhaps Junk contains potentially good materials, so 10 junk are enough for Good Metal Part.

this also allows for refinement of regular ore into High Quality Ore, by laborious process.

Proportion would have to be adjusted.
Title: Re: Cross-convertibility
Post by: avv on April 17, 2010, 10:26:32 am
It's okay between low quality materials but HQ should be only accessible through unsafe mines. Devs are up to something by adding HQ mats in unguarded places, let's not ruin their plans.
Title: Re: Cross-convertibility
Post by: blahblah on April 17, 2010, 04:51:35 pm
I strongly oppose 10xOre=1xGood Ore. That defeats the whole unsafe mines concept.

Junk into metal and metal into junk.... Pointless really. But I don't think it'd be overly abusable if with Tool and Workbench 3xJunk=1xMetalPart and a 5 minute timeout. And Tool+Workbench made 3xMetalPart=1xJunk with 5 minutes crafting timeout.
Title: Re: Cross-convertibility
Post by: Ganado on April 18, 2010, 02:40:00 am
I agree that regular materials should not be convert-able into HQ materials.

Also, what is the point of having mining 10 metal parts (20 ore) just to make 1 junk? It would just be easier to go to a city tile.
Junk being made from metal parts sounds good, but maybe make it 2 Junk instead of 4, since metal parts are easier to get now.
Title: Re: Cross-convertibility
Post by: Swinglinered on April 18, 2010, 04:41:20 am
I strongly oppose 10xOre=1xGood Ore. That defeats the whole unsafe mines concept.

If you do the math, my suggestion is 200:1.

So you can refine crap ore into high grade materials if you are desperate enough.

This can be done in RL, too.

Title: Re: Cross-convertibility
Post by: blahblah on April 18, 2010, 07:13:11 pm
So you can refine crap ore into high grade materials if you are desperate enough.
As I said. That defeats the whole point. Even 20 to 1 is too good. If it means you can safely get HQ then people will mine for hours on end with their alts or bots.
Title: Re: Cross-convertibility
Post by: Swinglinered on April 19, 2010, 04:15:59 am
As I said. That defeats the whole point. Even 20 to 1 is too good. If it means you can safely get HQ then people will mine for hours on end with their alts or bots.

It's 200 to 1.

And I wasn't thinking of bots. (Damn bots!)

Alts will mine anyway.

Title: Re: Cross-convertibility
Post by: blahblah on April 20, 2010, 07:04:11 am
It's 200 to 1.
10 metal parts = 20 ore = 1 junk. 20 to 1.
10 junk = 1 high quality ore = 10 to 1.

Dunno where you got the 200 to 1? You thought people would dig for ore instead of looking for junk which is faster?
Title: Re: Cross-convertibility
Post by: Gargols on April 20, 2010, 03:43:33 pm
How about:

If you FAIL at Crafting, you get Junk. (And there should be a Crafting Success Rate)
If you have some Spare Weapons/Items you can convert them into Junk, Wood and Electronic Parts (depending on Science), but not Metal Parts.
Junk should also be found on different Tiles, instead JUST City Tiles. How about some of them at a "Random Gasstation" or Cars on the Map?
Also instead of searching for Junk on the Ground.. How about finding them in Cars on Random Encounters? There are often Cars on City Tiles, and not just one.
It should also have a Random Rate of Junk to get from it.
Like 5 from a Truck, 4 from a Highwayman, 3 from.. whatever. You get the point.

Also, any way to get Nuka-Cola?
Title: Re: Cross-convertibility
Post by: RavenousRat on April 20, 2010, 03:47:02 pm
If you FAIL at Crafting, you get Junk. (And there should be a Crafting Success Rate)
Oh noes, I don't want pure-crafters alts, who have uber high repair+science just to not fail. You'll kill crafters/fighters.