gaoptimize Posted March 16 Share Posted March 16 Conceptually simple, but maybe a challenge to implement. 1) Define the ideal climate and seasonal quality cycle, probably for ingredients the PC collects themselves - Altitude, latitude, direction of slope, shade, and dampness of soil. - These might be able to be calculated from the existing map, but hidden maps of these might need to be created with less than 4 bits per 10 Meters2, and will likely be highly compressible. 2) Determine the quality influence (maybe some combination of additive and multiplicative) that each of these factors have on potion quality and a reasonable compressor that would take the resulting quality number and compress it to say 10% of standard effectiveness to 10X the effectiveness. 3) Somehow convolve the one ingredient quality with the quality of 2 or 3 ingredients Now, rather than 3 or 4 RefIDs and base IDs (Minor, , ...Ultimate of Healing) there might be 10 or 20? I think this would add additional motivation to quest for ingredients and stockpile them for use in other seasons. So for snowberries, plants high up on the Throat of the World at the depths of winter might yield the most potent berries, and butterflies might be completely unavailable for four or 5 months of the year. Link to comment Share on other sites More sharing options...
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