Wizarth Technologies

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Crafting

Game > Crafting

Player crafting will be based on the use of mana (or some other term) that represents their mental abilities. Since the reality of the world is defined through the storyline as being the implementation of thought, their crafting skill can be equivalent to how much 'stuff' they are able to comprehend with sufficient clarity to alter the world.

Crafting is done in multiple stages. Raw materials are materialized from nothingness (perhaps a mining environment could be considered beneficial to the formation of raw materials, but not required). Raw materials are processed into processed materials (iron ore into steel). Steel is combined into finished materials.

The number of individual materials should be low, and should represent the materials used in the source world of this worlds inhabitants. The should NOT be tiered (e.g. copper, then bronze, then iron, then adamantium) as this leads to grinding through lower quality materials. The materials will be useful for all levels of crafting.

Even new players should be able to produce all (un-enchanted) items, in enough turns. In this way players are not dependent on the presence of a high level character.

If a player has sufficient mana available, multiple steps of the crafting process can be performed at once. There should be no "convenience" cost. This makes it effective for highly skilled players to produce whole items in one "turn".

Multiple characters can form a collaborative group on the fly (not long term such as guild, although this will encourage guilds) for performing crafting. Crafting will then be performed using the combined mana pool, saving time due to the increased work done per turn. These groups will us a contract (in game construct) that specifies the rewards to be made available to each participant. When the contract is to produce a particular item for a pre-agreed price, how this price is distributed is part of the contract. Longer term groups may have a collaborative agreement that permits contributors to not receive any reward (other then skill/experience gain), however this will be clear to the contributor before agreeing.

Players will be able to specify the end outcome of a crafting job, and simply have the turns automatically build the required resources and complete the final product.

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