terakhanthis Posted October 4, 2012 Share Posted October 4, 2012 I was looking at the various mods, as few as there are, that add a time element to crafting, and I had a bit of inspiration. Rather than a random time per armor, or possibly killing characters operating under needs mods, what about an entirely new recipe system, creating products in stages, with each stage taking a certain amount of time? As an example, I came up with 100g per day of work necessary as a ballpark figure. Now we take Leather Armor:Cost 125Leather 4Leather Strips 3 Now this is an off-beat one because of the price, but lets say instead of the raw Leather Armor recipe we have instead:Leather Armor (day 1 work) - 3 leather, 2 leather strips, miscellaneous item. Advances the clock 8 hours time. Now, when that is complete, we get a new recipe activated:Leather Armor (just leather armor, this is the finished product and I don't think we should change that, at least) - 1 leather, 1 leather strip, 1 Leather Armor (day 1 work). Here is where the scripting stuff kicks in, since you presumably don't want that last 2 hours work to take 8 instead just for speed of modding. It does seemingly get impractical once you get to higher tiers. Ebony armor costs 1500g vanilla, 5 ebony ingots, and 3 leather strips. The latter two definitely not divisible by 15, so you'd have to stage them out through the process; ie days 1, 4, 7, 10, and 13 taking an ingot for the work, and days 1, 6, and 11 taking the leather strips. Again the days are really just 8 hour shifts for simplicity, so 120 hours in-game time total to make, or 5 days. I imagine for one person to make, a real suit of armor off a forge might take longer than that, though I can't find any precise figures at the moment. This unfortunately does not yet include the gauntlets, boots, or helmet. To show a complete set, here is a full Steel Set's (armor, gauntlets, boots, and helmet) results:total time - 41 hours9 leather strips4 iron ingots12 steel ingots This can also get interesting in the alchemy department, which would take the complexity of it to another level, I think. I remember reading about one potion/skill/enchantment combination that produced a potion worth 11,000g, though I think it would be safer to just use the base price as if buying the base potion directly. Anyway, that's my proposal. Hopefully I get some feedback on it from people who actually want this sort of mod. Link to comment Share on other sites More sharing options...
AnkhAscendant Posted October 4, 2012 Share Posted October 4, 2012 I was leery at first, but while reading I got more into the idea. Now I approve - although you've actually made the problem of possibly killing Needs-using characters worse, if it's in eight-hour shifts and we can't pause to take a drink. (Although if you've let yourself get that hungry before crafting it's kinda your own fault.) Link to comment Share on other sites More sharing options...
jack013 Posted October 4, 2012 Share Posted October 4, 2012 imo, game time is kinda irrelevant, i bet 99% of the time you don't even notice what day it is -ingame ofc. if you wanted to add realism surely you'd split the job into parts. so a person might have to make 5-50 separate pieces before assembling them all into one completed part of the armour set, which itself maybe be more than one process -with the high level armour maybe needing 2-3 processes on most of the parts using different workplaces. like the fingers on a gaunt which are apparently made by melting a chunk of metal and then flattening it out.. so, since a piece of armour is actually a lot of separate, moving, connected parts and they're probably not all made with that fire and an anvil action.best bit is the level of complication and time goes up naturally because of the design of the pieces.you could also fix that annoying thing of crafting with leather and fur in a pit of fire and all that rubbish. kekekeit'll be like a puzzle, and you can stop for lunch in the middle. maybe even double the speed time goes by when you have the crafting menu's open for a dash of pseudo-realism. Link to comment Share on other sites More sharing options...
terakhanthis Posted October 5, 2012 Author Share Posted October 5, 2012 imo, game time is kinda irrelevant, i bet 99% of the time you don't even notice what day it is -ingame ofc. if you wanted to add realism surely you'd split the job into parts. so a person might have to make 5-50 separate pieces before assembling them all into one completed part of the armour set, which itself maybe be more than one process -with the high level armour maybe needing 2-3 processes on most of the parts using different workplaces. like the fingers on a gaunt which are apparently made by melting a chunk of metal and then flattening it out.. so, since a piece of armour is actually a lot of separate, moving, connected parts and they're probably not all made with that fire and an anvil action.best bit is the level of complication and time goes up naturally because of the design of the pieces.you could also fix that annoying thing of crafting with leather and fur in a pit of fire and all that rubbish. kekekeit'll be like a puzzle, and you can stop for lunch in the middle. maybe even double the speed time goes by when you have the crafting menu's open for a dash of pseudo-realism. Just to see if I am understanding what you are suggesting, how I am interpreting it is, as recipes:Steel Armor, leather components (9 leather strips)Steel Armor, iron components (4 iron ingots)Steel Armor, steel components (12 steel ingots)Steel Armor (steel armor leather components, steel armor iron components, steel armor steel components) A bit more math, but it seems workable to combine the ideas. calculate the total work time based off time, time per component based off percent of material cost vs total price (if you bought the raw materials directly, what percentage of the price those materials would be, compared to the total material price). Leading to 4 hours on the leather, 4 hours on the iron, and 33 hours on the steel. Though there should be an assembly time for the complete project, I think... Cutting down the shifts to 4 hours each, one workshift on the leather, one on the iron, and 8 and change for the steel. I want to say 1/10 total time assembly for completion, so the 41 hours for the steel armor would become 45 total. I do agree with the bit about the leatherworking on the forge, so as I work on this, that WILL be moved over to the tanning rack. Link to comment Share on other sites More sharing options...
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