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Post by Lugwy on Aug 10, 2017 19:33:33 GMT -5
During a chat in Discord, the subject of mods came up. Namely, the difficulty of a player in acquiring mods when crafter accessibility is not present for a myriad of reasons, leaving only the RNG and a very limited supply from merchants to go by. In the process, a proposed suggestion of having "packaged mods" came up--an item that a player can use to install mods in a weapon, or replace an existing mod, consuming the packaged mod in the process. These packaged mods can be found as loot or sold by merchants for an exorbitant price compared to player crafters (thus continuing to encourage seeking players for optimal financial gain), or crafters can craft these packaged mods themselves for sale or deconstruction. (Possibility of combining blueprints into this function as a result.)
Thoughts? Suggestions?
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Post by nippon on Aug 10, 2017 21:17:54 GMT -5
I completely agree with this idea that may or may not be my own, and think it should be applied asap =]
To alleviate whatever concerns crafters might have we could make it possible for the crafters themselves to create these packages to sell inturn at a much lower cost for creation, and alternate source of their profits.
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sparky
Chesterfields
Wishing Well Repair Man
Posts: 243
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Post by sparky on Aug 10, 2017 22:11:08 GMT -5
As being one of the crafters kicking around, I'm totally for this idea. Not only in the idea of having crafters be able to make these as well as npcs selling them, and them being found as loot, I think it'd really easily fit into the world's lore. Power To The People, anyone? In any case, it'd help out a lot. Perhaps we can get packaged mods for some other pieces of gear as well, like packaged gauntlet igniters, and such? Maybe have the kit's effectiveness in applying the mod be tied to the crafting skills, so one can level that a bit from them, but that's really a secondary thought, that might also turn people off from using them.
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Post by Kitsunenotsume on Aug 11, 2017 14:52:57 GMT -5
While it would (in my opinion) nessesitate a second-look at the learning via deconstruction mechanic (post to follow), I see that this could be a good thing.
Regarding implementation, I would suggest having an item with a single mod slot (or one item per gear type with as many slots as normal for that gear, sans material) which can have normal item levels. By virtue of having levels, it could have price algorythms applied and be a candidate for crafting. It would also allow DMs to hand out modules and augments without the weapons or paper attached, which i understood to be a problem.
The cost to install could then be defined by the difference between the ranks, with higher ranked packaged mods being cheaper to install in similar gear than low ranked packages, or use the normal 'average of ranks' to determine the resulting item. It would also give crafters an opportunity to remain relevant, if they could install cheaper depending on their investment, or use their own effective skill if it is higher then the rank of the package, to determing cost and resulting rank.
Examples: Person A has a rank 50 fireproofing package, and wants to install it into a suit of rank 50 armor, which will cost them X and they go on their way. If they brought it to Crafter B, the package could be installed for less than X, but takes more time for less cost. Person C has a rank 10 fireproofing package and wants to install it in their rank 50 armor, which will cost them Y which is more than X, and reduce their gear rank. If they find or buy a rank 50 fireproofing, they can spend X and get it installed with no penalty. Person D has a rank 10 fireproofing package, and wants to install it in their rank 50 armor. They go to Crafter B with the items, who can install it for less than Y, but more than X, and if they have enough tailoring will have no penalty to rank.
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