obdown666 Posted January 10, 2012 Share Posted January 10, 2012 Guys, lets decouple crafting from experience, and expand it, i.e. turn it into a profession Allow selection of one profession as Primary, and one as Secondary (1/2 rate skill increase). The rest are at 1/4 rate of increase and max out at roughly Adept (50), so everyone can still cook, and craft weak potions, and make use of other materials found. The key is the experience increase in the profession ONLY goes toward the profession skill level and the ability to make better stuff to use and sell, NOT to increase character level. Also, need to make the profession skill rate increase inversely proportional to the number of times the item is crafted. This should be a non-linear, decreasing drop-off, and as such being more pronounced at first, (perhaps -sqrt{x}), and proportional to the value (as proxy for complexity), which taken together, strongly reflect reality, and prevent spamming daggers, etc. It would be great to add Fletcher/Bowyer, and Cook, and separate Jeweler from Smithing. Probably too difficult but Armorer and Weaponsmith ought to be separated as well. As far as cooking goes, and this could be an independent mod if not interested in doing the above, the dishes should be only about changing regeneration rates of health and stamina (primarily), for a few minutes to several hours of gametime. Also, eating more of the same dish has no benefit other than restarting the duration, and a max of 3 food types can be of concurrent benefit for each of health, stamina, magika. Can concoct some complex recipes for some high, short-term regen improvement. The better the improvement, the heavier it is to carry. I can't believe Bethesda still incorporates the ability to chow down a 10 course meal in-between axe swings. Really cuts into the immersion. To make cooking worthwhile, potions should be a little weaker than vanilla, and should not affect regen rates, i.e. be instantaneous only. Also, potions should be limited in the number taken per minute of gametime, if that is do-able. Bethesda dropped that one in Skyrim, which also impacts immersion. Would be nice to identify some ingredients that can be also used in cooking that yield magika regeneration dishes. Ground dragon bones out to make a bunch of not so tasty stews. Daedra Heart would make a killer Pie, and troll fat ought be a good soup stock. Many more common ingredients of a given type (e.g. 10 carrots) should be used in a given dish. The more required, the more dense (and stronger) the regen rate increase. As in alchemy, the number of dishes consumed is limited over a specific time, or, alternatively, only one effect per stat could be in operation at any given point in time. I also like that in not sleeping, you slowly loose ability to regen at all, similar to Filling Foods and Restful Sleep by by Punxdog. This is applied as a percentage to the base+food modifier so that in the end no sleep would result in no regen no matter how much food you ate. Link to comment Share on other sites More sharing options...
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