More Generic/Dynamic Recipes

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

Re:

Postby sabinati » Wed Mar 24, 2010 9:53 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, gold
    [extras] dreams
    Kuksa, Clay Mug, Glass, Leather Flask, Tin Tankard, Chalice
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Postby Jackard » Wed Mar 24, 2010 10:00 pm

you chose... poorly!?

added to op 8D
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Re: More Generic/Dynamic Recipes

Postby ImpalerWrG » Thu Mar 25, 2010 2:25 pm

What I'm interested in is how the permissible ingredients get determined. A big part of the system should be 'Ersatz' type products which Jorb mentioned but exactly how far-fetched could these recipes be? For example making tea with something like blueberries as the main component rather then tea isn't that extreme, making it with tree bark is a bit more extreme and making it out of plant fibre is really extreme. I would imagine plant fibre tea is going to be quite sub standard but being able to make substandard products is really a key to regionalizing commodities as it allows something rather important like (until recently) tea to be restricted to one geographic area while still having 'stamina restoring drinks' available to everyone in some form, the real tea would be way way better then the substitutes but if you had no access to tea you'd use the substitutes as their better then nothing.

So perhaps for the Main and Extra ingredients the permissible ingredients lists can be made very long but it is divided into three classes, few or even one item is classified as optimum (tea), a few are adequate (blueberries, Chantrells, Milk), and a few more as Inferior (Plant Fibre, tree bark, Spindly taproot). Superior ingredients have some random positive bonus effect, Inferiors a negative one, antiquates none. Theirs still room for a great deal of variation on any individual recipe as both the normal and bonus effects will be different and situational differences can make any particular recipe more or less useful then normal.
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Re: More Generic/Dynamic Recipes

Postby jlt314 » Sun Apr 18, 2010 12:55 pm

bump. this is something I'd really like to see. as extra ideas:

cloth:
[main] taproot, nettle, flax fiber, hemp fiber, cotton fiber
[extras] dreams, steel, copper, silver, gold
<Name's> cloth, steel-threaded cloth, copper tissue, silvery fabric, golden drapery

gauze:
[main] cotton fiber, wool
[extras] dreams, tea leaves, nettle, silver
<Name's> gauze, scented shroud, stinging dressing, nobleman's bandage
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Re: More Generic/Dynamic Recipes

Postby ricky » Mon Apr 19, 2010 12:39 am

but.. buutt... :( if everything can make everything, only a little bit different then everything would be worth nothing due to the fact that everyone has everything to make everything :(
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Re: More Generic/Dynamic Recipes

Postby Jackard » Mon Apr 19, 2010 2:02 am

ricky wrote:but.. buutt... :( if everything can make everything, only a little bit different then everything would be worth nothing due to the fact that everyone has everything to make everything :(

what in the hell...?
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Re: More Generic/Dynamic Recipes

Postby ThirdEmperor » Fri Apr 30, 2010 9:25 am

I love this idea! I also think dividing items into good, bad and decent categories would be cool. I can't do the fancy color coding like you other guys but here's my contribution.

Boots
Required: Leather
Secondary: Iron, Silver, Silk.

Hobnail Boots, Silver-Buckled Boots, Fancy Footware

Necklace
Required: String
Main: Bear Tooth or Clay Beads
Secondary: Bone, Gem, Feather, Stone, Dream

Fanged Bone Necklace, Beaded Pearl Necklace, Beaded Feather Necklace, Fanged Arrowhead Neclace.

(Sorry, I only know one word for necklace.)

Fishing Lure
Main: Bone, Any Common Nugget, Any Precious Nugget
Secondary: Feather, Leather, Bone Glue, Block of Wood, Raw Glass, Semiprecious Stone, Dream

Bony Feather Bobbler, Bony Leather Lure, Metal Sticking Sinker, Metal Cork Catcher, Dazzling Almost Diamond Dangler, Dazzling Semiprecious Spinner.
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Re: More Generic/Dynamic Recipes

Postby VowOfSilence » Sun May 02, 2010 12:01 am

VowOfSilence wrote: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...


since J&L seem to be working on dynamic recipies right now, i gotta explain what i meant in more detail...

so, we've got generic drinks, and generic cups:

Jackard wrote:Spiced Black Tea, Apple Cider
Kuksa, Mug, Bucket, Jackard's Flask, Glass, Bottle, Cup, Tankard, Stein, Chalice


but what effect should it have to use certain cups for certain drinks?
right now, it's simply not possible to use anything but the "right" cup - but that is kinda restricting and boring imo.
It would be more interesting if some combinations of cup + drink had a special effect on FEPs and Q or something...
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Re: More Generic/Dynamic Recipes

Postby sabinati » Sun May 02, 2010 3:03 am

should give a status effect: "Classy"
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Re: More Generic/Dynamic Recipes

Postby Jackard » Sun May 02, 2010 3:07 am

think outside the box! there are other variables you can fiddle with for the various "cups":

    the volume of liquid held
    whether it grants a bonus to quality
    whether or not it can be equipped, as some have suggested for skins and flasks
    buffs
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