More Generic/Dynamic Recipes

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: More Generic/Dynamic Recipes

Postby Jackard » Sat Mar 20, 2010 5:18 pm

Potjeh wrote:Alternatively, whoever brews the first beer of a kind gets to name it.

Yea uhh, thats not so cool. I don't want someone claiming recipes, and who says you should need to use the same ingredients each time?

Jackard wrote:
Gauteamus wrote:How the howling horse is one supposed to assign name, sprite, and meaningful FEP/status effects to this array?

One isn't supposed to by hand. Rather, each ingredient has properties which determine the final product. Some mixes may also be benign or malignant.

The naming scheme used would be something like: [Signature] [Strongest Prefix] [Main] (Type) [Strongest Suffix]

Anyways, the sprite would only need the Main Type. One Blueberry Pie looks just like another. So that's six different sprites for beer (if that), a few more if you consider loftar's desire for location affecting results. And thats only if you want them to look different instead of, say, just having a generic beer icon.

Image
Last edited by Jackard on Sat Mar 20, 2010 8:47 pm, edited 2 times in total.
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Re: More Generic/Dynamic Recipes

Postby DarkConvict » Sat Mar 20, 2010 5:59 pm

Rather than just crafting items together to make the items dynamic, and rather than the 1st person getting to name them, perhaps we could create blueprints / recipe items. Once made, click the scroll and click learn, it then puts itselfs in custom recipes tab that can be used or forgotten. This means the same recipe could be made over and over but named differently.
From this i can see people keeping recipes as trade secrets if they plan to sell on good items, because rather than just wheat always give 1 con, if you add honey you get 1 con but -0.5 agility due to wheat and honey mix, add carrot you get 1 perception. So 2 con -0.5 aglity, 1 per, you can have minus fep so the negative remainder is split, 1.75 and 1 per.

Then from there you will just have generic types, so you can customise a wine, a beer, a small loaf, a big loaf, a pie. Different types require a basic set of ingredients to atleast make them, then you have addictives, i.e. small loaf can have 3 additives, a big loaf 5 additives etc.
Atleast it would be an idea for food.
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Postby Jackard » Sat Mar 20, 2010 6:11 pm

really not seeing how that is any different besides adding superfluous features like blueprints and custom recipe tabs and scrolls

seriously thats like what we just said except with some useless bloat tacked on
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Postby Jackard » Sat Mar 20, 2010 8:01 pm

This suggestion was inspired by some of the gameplay from Warhammer Online. Its apothecary system has you provide a container, a main ingredient, and up to three secondary ingredients. These secondary ingredients include stabilizers, multipliers, extenders and stimulants. This sort of dynamic system is much more flexible, streamlined and interesting than a static one.

sabinati wrote:well fep/status effects should be determined based on ingredients (e.g. wheat gives base 1 con fep and honey gives base 1 agi fep), with bonuses given to specific combinations (e.g. the combination of honey and wheat in the recipe gives a certain bonus multiplier to agi in the final fep), so a honey wheat ale might give 1 con 2 agi at q10. of course that's only if they decided to bring fep back to beer (which i think they should do if they rescale the drunk effects). if they were just going to do status effects for beer, those could be determined by ingredients as well, probably mostly by the spice, many spices doing nothing. certain combinations should have effects and some should do nothing. of course they would need to add a lot of status effects...

id also like to see foods that give temporary nonstacking buffs to stats, skills and other things

sabinati wrote:it's possible that 3 spice slots is a bit much though, i think 2 would suffice.

probably
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Re: More Generic/Dynamic Recipes

Postby Dataslycer » Sat Mar 20, 2010 9:52 pm

I probably should add a bit of my ideas to possibly help.

Have the suffix and prefix chance affected by the belief sliders.

Some expanding ideas.

- Life/death. Life crafter would have a better chance of items with defensive attribute but also chance of having negative offense attribute as well while death crafter would have chances of offensive attribute and negative defensive attribute.

- Barbaric/Civil. Barbaric weapon deal more damage but are less accurate while their armor reduces more damage but less soak damage. Civil weapon deal less damage but are more accurate and civil armor has more soak damage but less damage reduction overall.
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Re: More Generic/Dynamic Recipes

Postby Jackard » Sat Mar 20, 2010 10:11 pm

Dataslycer wrote:I probably should add a bit of my ideas to possibly help.

Have the suffix and prefix chance affected by the belief sliders.

this sounds alright but im more in favor of them only providing benefits, just different ones depending on which end of the slider you fall into. there shouldnt be a need for detriments in this case
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Re: More Generic/Dynamic Recipes

Postby Dataslycer » Sun Mar 21, 2010 1:48 am

Well the negative aspect could be removed but I think you get the idea of what I was trying to expand on based on belief system. That way we don't have everyonee going towards one slider type.
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Re: More Generic/Dynamic Recipes

Postby VowOfSilence » Wed Mar 24, 2010 7:40 pm

any ideas how to make this work with generic cups?
i'd like to see drinking from generic cups as well, but can't really wrap my head around what kind of advantages drinking from different cups should give...
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Postby Jackard » Wed Mar 24, 2010 9:31 pm

Not every recipe needs some sort of special bonus for this! It'd be nice enough simply having one Cup recipe:

Cup
    [main] birchbark, clay, wood block, glass, tin, silver, leather
    [extras] dreams
    Kuksa, Clay Mug, Glass, Leather Flask, Tin Tankard
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Re: More Generic/Dynamic Recipes

Postby vikingdragons » Wed Mar 24, 2010 9:50 pm

Jackard wrote:Not every recipe needs some sort of special bonus for this! It'd be nice enough simply having one Cup recipe:

Cup
    [main] birchbark, clay, wood block, glass, tin, silver, leather
    [extras] dreams
    Kuksa, Clay Mug, Glass, Leather Flask, Tin Tankard


i. love. this.
i hate cup requirements. this would be awesome! in fact, the entire custom crafting is awesome. i really would like to see this.
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