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  1. #1

    Tents, forrestry and stuff

    hey all

    Was thinking in my half awake state about a few things that I think would be pretty cool in the game..

    All characters have a basic ability to set up a small camp. This would act as a base of operation including storage, crafting stations of sorts and a place to rest when we...

    go exploring..
    think of forrestry, cartography or rare animal collection. the character goes out into the wilderness and is able to take grafts from rare trees, fruits, etc.. capture rare animals to bring back to the tribe to breed.. or simply make maps of the adventures.
    We could even have tech specialists able to scavenge special parts from old cities.

    You could pull up camp and move on to another location and repeat until you are full or just miss civilisation. Alternatively it could act as a future stopping place for fellow explorers.

    I think this could give the soloist a bit more to do in game with some abilities allowing them to be somewhat self sufficient while still encouraging casual interaction when they are able to sell off their spoils.

    Added to official list ~KiwiBird

  2. #2

    Re: Tents, forrestry and stuff

    I love this idea.

    Wurm has a similar thing with the grafting, in wurm you can cut a sappling from a tree of a particular age and replant it elsewhere. I like the idea of certain trees being quite rare, and people needing to explore to find the species to take a sappling to replant.

  3. #3

    Re: Tents, forrestry and stuff

    /signed

  4. #4

    Re: Tents, forrestry and stuff

    Kinslayer wrote:
    I love this idea.

    Wurm has a similar thing with the grafting, in wurm you can cut a sappling from a tree of a particular age and replant it elsewhere. I like the idea of certain trees being quite rare, and people needing to explore to find the species to take a sappling to replant.
    I like the idea of cloning plants this way because thats how it really works in real life. You cut a piece off of said plant and can replant it elsewhere. This would help us bring tree populations that we favor closer to your tribe's zone of control. Also, I think we should have other vegetation than just trees. Maybe stuff like berry bushes, flowers, corn, beans, etc. that we can harvest seeds from and plant the seeds where we want. Maybe certain types of ground would grow things better than others. For simplicity, suppose we have a ground type A and a ground type B. A might produce 5 corn per seed and 3 beans per seed. B, while it produces only 2 corn per seed, might produce 9 beans per seed. Just food for thought (see what I did there?) :P

  5. #5
    Xsyon Citizen Xx1327's Avatar
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    Re:Tents, forrestry and stuff

    this would be a huge boost to those wanting to be traders going from tribe to tribe, would be very awesome

  6. #6

    Re:Tents, forrestry and stuff

    I agree, the role of a traveller going from village to village with some harder to get items would encourage much greater exploration of the game world as well.

  7. #7

    Re:Tents, forrestry and stuff

    /signed :woohoo:

  8. #8

    Re:Tents, forrestry and stuff

    Rook wrote:
    hey all
    All characters have a basic ability to set up a small camp. This would act as a base of operation including storage, crafting stations of sorts and a place to rest when we...
    Being able to have a small self-owned tribe with no land ownership, yeah, I agree. However, if you're not an architect, you should only, if anything, get a very low quality (crappy) tent. Otherwise, go scavenge for an architect book. Storage items/structures should strictly be for the trade skills that create em.

    Crafting stations should good, however I'm not sure if all trade skills should also get em. Maybe have crafting stations improve the skill gain from crafting. You need to realized, that the one player shouldn't get everything he needs to become a loner after an apocalypse. It should be possible, but not easy.


    Rook wrote:
    go exploring..
    think of forrestry, cartography or rare animal collection. the character goes out into the wilderness and is able to take grafts from rare trees, fruits, etc.. capture rare animals to bring back to the tribe to breed.. or simply make maps of the adventures.
    We could even have tech specialists able to scavenge special parts from old cities.
    Grafting with trees sounds great. I'd love the idea of having trees grow and be replanted like in Wurm Online. Same with the fruits which I'm pretty sure are going to be implemented. Animals should also be diverse depending on what area you're at. That way, trading would diverse. I'm sure livestock will also make their way into the game.

    As for the old cities, I'll pass. Everything is in ruins, how could anyone figure out where old cities stood? However, I'm pretty sure you'll get different patterns at different areas. That makes trade a whole lot better.

  9. #9

    Re:Tents, forrestry and stuff

    /signed

  10. #10

    Re:Tents, forrestry and stuff

    trenixdecease wrote:
    Rook wrote:
    hey all
    All characters have a basic ability to set up a small camp. This would act as a base of operation including storage, crafting stations of sorts and a place to rest when we...
    Being able to have a small self-owned tribe with no land ownership, yeah, I agree. However, if you're not an architect, you should only, if anything, get a very low quality (crappy) tent. Otherwise, go scavenge for an architect book. Storage items/structures should strictly be for the trade skills that create em.
    I would think you would need to buy a tent from an "architect" (still not sure why the skill is called that), rather than make your own if you dont have the skill.

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