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Technology & Research!(HOT)

12
HOURS has been spent thinking this, please READ.

If YOU vote this up, this can actaully be implemented before realease, so if you like this suggestion ,VOTE and HELP so it is READ BY BOBIK so he can implement this big feature. Do Not Think he wont becouse it is too big, Do not think he wont becouse its too hard.

Today me and my norse clan were hanging about in our city, when i saw one of us wearing complete plate armor and thought to myself wow, plate armor really makes us look unnordic, although it also isnt that good in pvp, people will always use it couse its plate fucking armor, who doesnt want to wear it. so i wondered if there was a way people for somereason are unable to wear, craft or build certain stuff becouse they do not have proper Technology & Knowledge!




THIS SUGGESTION IS ONLY FOR CRAFTING SKILLS, NOT COMBAT SKILLS.






INDEX


- Technology & Research (New Menu and what it has and does)


- Researching & Learning (New minor skil Researching, and what it does)


- Studying (the actual Researching and how it works in detail)


- Breakthrough (Breakthrough or Bonuses in researching)


- Skills that do not require technology (The skils that do not require researching to craft the items they give you)


- How to Pass on & Teach Technology ( the title says it all)

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Technology & Research[/u]


A new menu should be made, called Technology & Research, which tells your Technology and Knowledge.

in this new Menu, it would look very similiar to the skills menu, with each skill in it, but instead of the skill level, it would be each object, building, or equipment crafted by that skill, and it will show if it is known or unkown to you yet.

If it is unknown to you, you cannot craft that item, although if you find a crafted one, you can use it if it is usable.

Technology & Research menu has NO CAP, you can learn any technology, building or object. but you will not know how to make that object, building or object unless you also have the skill to make it.
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[b]
Researching & Learning


Okay, so you know what new menu and requirements this new feature brings, HOW do you research and discover the objects, buildings, and equipment? simple but not easy:


A new MINOR skil: Researching

- at 0, you can train this skill up by Studying Nature, an action choice when you right click any tile of nature ( grass, soil, tree, rock, etc) which raises the skill untill 30.

- at 30, you can Research any skill object, building or equipment that needs 30 in the object, building or equipment's skill by using any primitive tool, metal tool, Alchemy Table, or School, (or university if it is added someday). when you right click the tool, Alchemy table, or School click research, there is a choice called Study, and then you go through breakthrough mode, which will be explained later.

- at 60, you can Research any skill object, building or equipment that needs 60 in the object, building or equipment's skill by using any primitive tool, metal tool, Alchemy Table, or School, (or university if it is added someday). when you right click the tool, Alchemy table, or School click research, there is a choice called Study, and then you go through breakthrough mode, which will be explained later.

- at 90, you can Research any skill object, building or equipment that needs 90 in the object, building or equipment's skill by using any primitive tool, metal tool, Alchemy Table, or School, (or university if it is added someday). when you right click the tool, Alchemy table, or School click research, there is a choice called Study, and then you go through breakthrough mode, which will be explained later.

- at 100, you are 50% faster in each study action, and you now have 1.7 native chance percentage when you are researching
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STUDY is greatly affected by Intelligence & lightly affected by Willpower.


When you STUDY A menu like Alchemy opens up, but it is different, instead you select the skill you want to study, then you select the object, building or equipment you wish to research. after the object, building, or equipment you wish to research is selected, you can insert objects MADE with the same skill to increase your chances of researching that object, building or equipment.

The following increases your chances of researching that object, building or equipment:
(WARNING, MUST HAVE BRAIN TURNED ON, and must know your math)

- Native Chance to research current object, building or equipment: 1%

- Chance modified by primitive tool: x1

- Chance modified by Iron or Copper Tool: x Quality divided by 28.

- Chance modified by Steel Tool: x Quality divided by 23

- Chance modified by Alchemy Table: x Quality divided by 20

- Chance modified by School: x Quality divided by 13



Each Item Added to the research menu of the same skill of the object, building or equipment you want to craft (max 3) increases the chance of the research by dividing the quality of that object by 50, then multiplying the product with the chance modified by the research tool used. the chance modified is multiplied by each item's product from lowest item quality to biggest item quality.

finally, you click Study at the bottom of the menu(like craft in the herbalism/alchemy menu) and one action is done, and the items you put in lose durability in each study action.
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Breakthrough Stage


Breakthroughs are chances when you are researching a object, building, or equipment, and you research a group of objects,buildings, or equipments instead of just the one you were researching. you usually research 6 objects, buildings, or equipments at a time when a breakthrough happens.

there is 1% chance of a breakthrough in each study action.
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Skills that do not require technology

Ofcourse, there are skills that do not require any research to make the objects, buildings, or equipment you craft with them but only the training in skill of it such as:

- Prospecting

- Forestry

- Nature's Lore

- Terraforming

- Farming

- Fishing/Hunting

- Jewelry

- Arts

- Piety

- Mentoring

- AND ALL COMBAT SKILLS
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How To Teach & Pass On Technology



You might be thinking "You expect each and every one of us to research everything we need to make?!!???!"


The answer is no.. I suggest ADDING to the MENTORING skill such as:

0 lvl - Can Teach skill lvl 0 Technologies

30 lvl - Can Teach skill lvl 30 and less technologies

60 lvl - Can Teach skill lvl 60 and less technologies

90 lvl - Can Teach skill lvl 90 and less technologies

100 lvl - Can Teach skill lvl 100 and less technologies.


This being said, a researcher/scientist should also have the mentoring skill so he can pass on the technologies he researches.
Comments (6)
  • Accepted Answer

    Saturday, May 30 2015, 04:03 AM - #Permalink
    0
    ofcourse devs can decide which items do not have to be researched to be crafted.
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  • Accepted Answer

    Saturday, May 30 2015, 04:14 AM - #Permalink
    0
    ADDING TO THE SUGGESTION:


    Each object, building or equipment researched has a Research Difficulty Number from 1 - 10, 10 being easiest 1 being hardest for example, a plaster tiny shack has 10 research difficulty number. the Native Chance percentage is multiplied times the research difficulty number, making the primitive and early objects easier to research.
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  • Accepted Answer

    Sunday, May 31 2015, 12:37 AM - #Permalink
    0
    bump
    The reply is currently minimized Show
  • Accepted Answer

    Tuesday, June 02 2015, 12:41 AM - #Permalink
    0
    +1
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  • Accepted Answer

    Wednesday, June 03 2015, 11:55 PM - #Permalink
    0
    damn, they shud make u a dev lol
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  • Accepted Answer

    Tuesday, October 29 2019, 07:11 PM - #Permalink
    0
    Don't think about the big at the start sets the small goal for https://rhizome.org/profile/joel-rowe/ and work hard to achieve it. When achieve then go with the big one.
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