Shattered Kingdoms

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 Post subject: Scouts, skin and bardings
PostPosted: Sat Jan 17, 2009 6:58 am 
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Joined: Tue Feb 21, 2006 6:25 am
Posts: 211
Two things:

1. Skin fails way too often
2. You should be able to make bardings out of skins.

Cheers!


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PostPosted: Sat Jan 17, 2009 8:28 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
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?


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PostPosted: Sat Jan 17, 2009 8:32 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
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.


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PostPosted: Sun Jan 18, 2009 1:04 am 
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Joined: Tue Feb 21, 2006 6:25 am
Posts: 211
Achernar, does that mean you will look into the to those two things?


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PostPosted: Sun Jan 18, 2009 5:06 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
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.


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PostPosted: Sun Jan 18, 2009 5:09 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
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.


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PostPosted: Sun Jan 18, 2009 9:13 am 
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Joined: Wed Jun 18, 2008 8:26 pm
Posts: 183
Location: Michigan
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?


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PostPosted: Sun Jan 18, 2009 10:59 am 
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Joined: Fri Sep 12, 2008 6:07 am
Posts: 473
Location: Canada
SK Character: Zarg
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.


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PostPosted: Sun Jan 18, 2009 4:39 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I love the idea of a skinning tool.


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PostPosted: Sun Jan 18, 2009 4:40 pm 
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Joined: Sat Aug 09, 2008 5:29 am
Posts: 1037
:roll:

A knife is a skinning tool.


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