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Braxton

Crafting Planned for Beta :)?

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I was thinking that with all the unused cans laying around now (literally, I collected 6 buildings worth of cans in a single spot and ended up with 69 used cans) that we could have a crafting system to smelt them down into ammo/magazines etc :]? However, things that are heavily common such as rusty/used cans would need to be stackable =]!

Example recipes:

#1: "Broken Glass" + "3 used cans (cans would need to be stackable) + smelting pot == Binoculars.

#2: "11 used cans" + "epi-pen" + "chem lights" + smelting pot == ammo (cehm lights + epi-pen == chemicals for some sort of charge for ammo, hehe?)

That kind of stuff. It would shift the game from "God damnit, a house full of used cans!" into "Hmmm, what can I use these to make?".

Obviously the example recipes are "examples" and not actually real recipes. I'm sure the devs, or you guys, could come up with cooler recipes :x!

Just a random thought I had =3.

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that would be REALLY tight, i like this idea, sir.

next... you would have to gather the supplies for the smelting pot O.o

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With some commercial backing (even though rocket is against it) this mod would be a fully-fledged MMO with all the functionality. It's insane what's happening on moderate-sized servers (keeping in mind all item locations and states have to be kept track of)

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he's mentioned missions in previous threads

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he's mentioned missions in previous threads

So is crafting a no then :<?

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Never said that :P You'll have to wait to hear from the man himself

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I really dont like this idea to be honest with you.

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I'll have to agree with boxman, I'm not liking this idea as you explained it OP. The ingredients for starters dont even make sense. Used casings + bullets + Gunpower + reloading tool = Ammo would be the only way this would work Unless you had access to other tools and possibly electricity. This also makes obtaining ammo and other items easier, which I find unnecessary and even damaging for a game like this.

If anything, Minimal crafting would be alright. Simple things that don't require a factory to do. Arrows for example, or a spear. Combine the whiskey bottle with matches, a full jerry can and with an item like say a rag to make a molotov setup. Rope and a flashlight to attach it to your Main weapon.

The ingredients would have to be rare and not something you could make tons of with a single trip to chernov and the produced item would have to be as useful as the items are rare.

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With some commercial backing (even though rocket is against it) this mod would be a fully-fledged MMO with all the functionality. It's insane what's happening on moderate-sized servers (keeping in mind all item locations and states have to be kept track of)

I have to completely agree, and if there was some big backing this mod could go incredibly far.

However this idea, which on paper I completely agree is a great thing, for this game I just can't see it "working".

At the end of the day, this game is about surviving in a post-apocalyptic world, where you are someone that was a resident (at least in my opinion) and is now fighting to stay alive. Your average chap would not be able to start crafting "ammo" and "binoculars" from random scraps lying around on the floor. Like people have suggested in previous threads - "modifications" to items is something I could see happening (for example, attaching torches to weapons, or adding scopes, silencers and the like), but creating completely new items from scratch? Doesn't belong with the setting in my opinion.

Happy to hear lots of thoughts on it though! :)

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A crafting system could also create a use to convert ammo similar to fallout.

Each ammo type when crafted gives you a certain amount of shells, gunpowder, and metal.

Shooting off rounds drop shells.

You can turn scrap metal into shells.

So an example being: say you have some scrap metal, a box of used shotgun shells, and a markov mag.

You can "decompile" the markov mag, use the gunpowder and scrap metal to create a couple more shotgun shells.

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I agree with the idea of crafting being used for mods on guns, that idea I like. However I dont think crafting items such as binoculars and ammo should be implemented, I think that takes away the incentive to go north(Or inland rather). If you could just craft hard to get stuff there would be no reason to leave the coast and youd miss a good chunk of the game

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That seems a bit far fetched, not every survivor would possess the skills needed to take apart ammo, smelt metal, make casts and whatnot for this kind of crafting.

I see potentially two ways this could be implemented, one is the softcore crafting, in which you got raw materials that allow you to get building "blocks" (ie transportable prefabs) for fortifications and other infrastructures (meditents? observation posts? etc); the second is the hardcore crafting in which you are allowed to create much more advanced items, mods etc, but only if you have the appropriate skills (provided rocket decides to go for a paradigm that implements talents, classes and specialization).

I also think that in case this gets implemented, one way or another, the resource gathering should be also very well thought out, maybe throwing in some kind of landscape control requirement for gathering, in order to avoid an explosion of crafted goods (inevitable unless you go for VERY limited resources and high maintenance requirements for structures).

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I think rocket is already working on an "engineer's pack" and being able to construct things from sandbags.

In regards to "crafting" I think the one that makes the most sense from a realism standpoint, and also probably the toughest to implement (with this engine anyway) is simple melee weapons. You basic spear and club for example. Take the time to combine club with scrap metal and you get a spiked club, etc. This mod would take on an entirely different flavor if you didn't have to rely on projectile weapons to kill PKers and Zed.

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