Foraging skills - to buy/unlock, like how farming skills (gardening/plant lore) gives more seeds, or mining gives more ore or whatever
New skill would maybe cost around 6k - 8k LP, and tier up like gardening ect (another one after that with higher cost)
Gives chance to get 1-2 foragables instead of just 1 (for all foragables? Maybe not the uber ones (elder/bluebells)? I dunno really. I don't think it would be that bad if it did for all.)
Next tier skill costs 12k - 20k LP, gives 2-3 foragables per "pick"
-------------------------------------------------------------------------
wool bags - req wool and hemp/flax fiber to craft. give 1 extra row, simple, not as strong as trav sack cus it's easier to get wool ofc
We're Kinda limited with extending inv space with only option being merch robe, trav sack, and backpacks ofc. would be nice to see a few more options. Especially for earlyish game.
------------------------------------------------------------------------
Wooden key ring - with only 2x2 or 1x3 inv size. Something to gap between nothing and metal key ring would be awesome.
------------------------------------------------------------------------
Thanks for considering, keep up the great work bois
-
bojackson
- Posts: 152
- Joined: Sat Aug 29, 2015 8:02 pm
- Location: Middle of a J&L sandwich
Ideas - Skills, and Items
Ohhh that's how I make a sig, cool
-
Blueberry
- Posts: 241
- Joined: Sun Dec 09, 2012 1:39 am
- Location: USA
-
Redkat
- Posts: 520
- Joined: Sat Jun 01, 2013 12:36 pm
- Location: Sealand, Denmark
-
Asgaroth22
- Posts: 625
- Joined: Mon Jan 09, 2012 8:08 pm
Re: Ideas - Skills, and Items
That would make more sense if there were more "rare" drops which would have chance to appear when you pick something (see itsy bitsy/web) then these skills could make the chances better.bojackson wrote:Foraging skills - to buy/unlock, like how farming skills (gardening/plant lore) gives more seeds, or mining gives more ore or whatever
New skill would maybe cost around 6k - 8k LP, and tier up like gardening ect (another one after that with higher cost)
Gives chance to get 1-2 foragables instead of just 1 (for all foragables? Maybe not the uber ones (elder/bluebells)? I dunno really. I don't think it would be that bad if it did for all.)
Next tier skill costs 12k - 20k LP, gives 2-3 foragables per "pick"
But picking 2 forageables would be nice too as a high-end skill. Certainly would help village foragers fill those cupboards with curio.
I don't really suffer from lack of inventory space this W, but it would be nice to have some, +1bojackson wrote:wool bags - req wool and hemp/flax fiber to craft. give 1 extra row, simple, not as strong as trav sack cus it's easier to get wool ofc
We're Kinda limited with extending inv space with only option being merch robe, trav sack, and backpacks ofc. would be nice to see a few more options. Especially for earlyish game.
“The story so far:
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.”
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.”
-
Sollar
- Posts: 561
- Joined: Wed May 26, 2010 2:53 pm
Re: Ideas - Skills, and Items
World start I enlisted myself as forager for my village. I switched to hunting because there is really no foraging (or at least it's not worth the time). I usually forage the stuff I need during the huting trips. I totally subscribe to your idea, even if it can be abused with bots, at least people have to work some LP and stats on those bots.
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Ideas - Skills, and Items
Not bad ideas!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose