Crafting

A place to discuss ideas for improving the MUD.

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Dakan
Posts: 35
Joined: Fri Aug 27, 2010 12:05 am

Crafting

Post by Dakan »

I have no idea whats in place, or whats planned.

But here's how I imagine it!

7) 920 0 Blac Blacksmith
8) 921 0 cloth Tailor
9) 922 0 Weav Weavers
10) 923 1 Jewe Jeweler
11) 924 0 Boot Cobbler
12) 925 0 Leat Leatherworker
13) 926 0 brew Brewer
14) 927 0 wood Woodworkers
15) 928 0 Tan Tanners

I would combine Cobbler, Weavers, Tailors, into one.
Leatherworker and Tanner into one.

Leaving...
7) 920 0 Blac Blacksmith
8) 921 0 cloth Tailor
10) 923 1 Jewe Jeweler
12) 925 0 Leat Leatherworker

Cloth, Leather, chainmail+plate, jeweler.

Each system would have it's own resource.

Cloth would be bolts of cloth. Weaving could be a skill used to make cloth. Higher skill = better cloth.

Leather would be skinning. I'd separate skinning from survival.

Blacksmithing would be mining. I'd change mining to be a skill also and I'd make iron and copper steel tin bronze.


Then make all of them skills like blademaster. Join the guild, rank up to 2 or 3 and start working on 'circles' aka craftlevel. Craftlevel 0 you get to get mining, weaving, skinning or whathave you. From here I'd suggest each craft level has a 'consumable'.

Something they can craft and it will be used. Tailors could make bandaids. Leatherworks could make...water skins, backpacks, or some horse gear. Blacksmiths could make lanterns, horse shoes, etc. Not sure about jewel crafters...I suppose just items to sell for gold.

I'd also include gold sinks. Anyways tons of thoughts hard to put all out at once :p
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