Industrious Tinkers: Mod Concept

Post ideas & suggestions you have pertaining to the game here.
Dosgamer3
Closed Account
Closed Account
Posts: 95
Joined: Thu May 25, 2006 11:11 pm

I love the Tinker deconstruction idea, but I'm afraid it would have to be hardwired into the code to work well.

This reminds me of the weapon upgrading "worktable" of Star Wars: Knights Of The Old Republic (KOTOR)...
The universe is illogical. Get over it.

-----------------------------------------

I cannot be held accountable for anything I say that offends you. I never intentionally offend anyone.
If I offended you, it was an accident and I am sorry.
Sponge
Militia Commander
Militia Commander
Posts: 250
Joined: Sun Jan 28, 2007 7:51 pm

Would it, though? Sure, it would be horribly inefficient and take forever to code, but could a conditional be used to determine the weapon being supplied, and then break it into a specific part set? I'm pretty sure the breaking down could be done fairly easily, but the dockscreen work for reassembling the components into items is pretty complicated, and I've not got a clue where to even begin with something like that. You'd have to somehow give them the exact parts to create a given weapon, but with something like power cells, it makes sense for bigger cells than necessary to work as well. Or for multiple smaller cells to work.
Dosgamer3
Closed Account
Closed Account
Posts: 95
Joined: Thu May 25, 2006 11:11 pm

Well, there's the example of the Teraton Pit for transforming items, requiring fuel, "happiness boosters", and devices...that might be a good place to start.

Oh, and the created items should have some title like, "Cobbled-together Omnidirectional TeV blaster", "Jury-rigged Yoroi S500+20%", or something like that, to indicate that it's not a standerd device.

(George, you reading this? What's your opinion -- would it have to be hardwired to work/look well?)
The universe is illogical. Get over it.

-----------------------------------------

I cannot be held accountable for anything I say that offends you. I never intentionally offend anyone.
If I offended you, it was an accident and I am sorry.
User avatar
Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

Not sure if this idea is still being considered but I was thinking of a very similar idea.

Disassembly - The Tinkers take the item and you get back only 1 useable part, determined at random. Weapons will leave a mount, barrell(s), trigger,etc. each of these will correspond to a particular attribute. barrell affects shot life, trigger is rate of fire, power conudit is damage type etc.
Armours would be similar, broken down into plates, coating, superstructure, etc.

Once you have a sufficient amount of components you ask the tinker to construct something and the building process would be carried through in script.

"I want to make a weapon"
Tinker - "Sure thing! First thing I need is a mount"
<look in players ship and display all items with tag "mount">
Tinker - "Oooh, that's a nice <mount>! now I need a powercore!
<Look in players ship and displays all items with tag powercore">
the powercore sets the level of the weapon as well as it's damage type, an easy balance issue would be to make the powercore spawn at a lower % when disassembling.
The convo would continue until you have a fully functional weapon using all the components you created. Perhaps the name would be built using strings based on the components?

Anyways, I have no intention of scripting this but I do like the idea and would be interested in seeing this happen.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
Post Reply