heh - well let's work from the bottom up.
Models:
I was thinking along the lines of modular models.
With the example of the helmet - make it a composite of x parts which are then assembled into the whole. With 2-3 slots and 2-3 items for each slot - you end up with 9 unique helmets before you think about applying textures. With the right architecture - the impact can be quite low on the designers & developers.
I'm thinking more of this being an addition to crafting - with the implementation of the new zones & exploration in the other thread. This shouldn't impact the regular crafting process in it's current form. Maybe later if it proves worthwhile - it could be expanded - but I don't anticipate that currently.
So you don't see how an approach that's been roughly outlined can provide any value to the game? Do you have any suggestions how something (roughly along these lines) might be altered so it did?
I appreciate the feedback - do you have any suggestions on how the idea might be changed for the better?
I think a balance can be achieved between predictable and unpredictable crafting - research and the application of mats to the occupation will reduce the unpredictability of the process - there will always been some variation in the output - but the application of the mats will be done via the existing process - it's essentially following the existing craft process once you have the researched plan. As such the crafting cycle post plan is completely predictable.
The number of mats used would be just one aspect you can influence - should you wish as the driver behind the research of the plan - you can chose to take it in a number of different directions.
What do you think would be useful/interesting aspects of plans that could/should be affected?
Models:
I was thinking along the lines of modular models.
With the example of the helmet - make it a composite of x parts which are then assembled into the whole. With 2-3 slots and 2-3 items for each slot - you end up with 9 unique helmets before you think about applying textures. With the right architecture - the impact can be quite low on the designers & developers.
I'm thinking more of this being an addition to crafting - with the implementation of the new zones & exploration in the other thread. This shouldn't impact the regular crafting process in it's current form. Maybe later if it proves worthwhile - it could be expanded - but I don't anticipate that currently.
So you don't see how an approach that's been roughly outlined can provide any value to the game? Do you have any suggestions how something (roughly along these lines) might be altered so it did?
I appreciate the feedback - do you have any suggestions on how the idea might be changed for the better?
I think a balance can be achieved between predictable and unpredictable crafting - research and the application of mats to the occupation will reduce the unpredictability of the process - there will always been some variation in the output - but the application of the mats will be done via the existing process - it's essentially following the existing craft process once you have the researched plan. As such the crafting cycle post plan is completely predictable.
The number of mats used would be just one aspect you can influence - should you wish as the driver behind the research of the plan - you can chose to take it in a number of different directions.
What do you think would be useful/interesting aspects of plans that could/should be affected?