Dungeon, blueprints and bags

The place to request or suggest new ideas and features.
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hayko
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Joined: Wed Apr 24, 2013 4:15 am

Wed Apr 24, 2013 5:09 am

I think that it would be really interesting to add dungeons to the game. Dungeons or special rare places, in direct link with the game lore.
It could be a crash spaceship, bunker, old city or ruins. Hiding in the sand, construction of the old world, that would contain powerful tech and equipment.
These place could be protected by powerful enemy (powerful bandits that made the place their base, crazy cyborg guarding the place forever , members of a sect to the old tech (a bit like the sect in fallout worshiping a nuke), or something like that.).

Second I'd like to see blueprints. Call me a sadist but I love that it takes a long time to reach lv3+ tech. But it doesn't require me to leave my city and explore. So I was thinking you could need these plan for powerful tech, like to completely automate the well, mines, or stone processors. Or latter on prosthetic limb and barrel gun for the higher tiers, :P which would require the right blueprints to unlock.

So with blueprint, it would allow for more freedom. You could keep it and have the exclusivity of the produce, keep it or sell it. Sell or give your tech to help other factions or to make the dessert a better place.

Finally for the bag, it's illogical that you can just put it in your inventory to remove your combat debuff. I think it'd be a lot more realistic if you had to drop it on the floor and pick it up after to fight at your best.

btw! Sorry about grammar and stuff, i tried my best to make a descent post although i'm french. X.x

kain_lei
Posts: 33
Joined: Fri Apr 19, 2013 3:55 am

Wed Apr 24, 2013 3:24 pm

I like this post, though the nature of the dungeon would be unknown because we don't exactly know anything about the game lore. :P
But I really liked the blueprint concept! It really makes sense. I have seen other people discussing how scientists get the ideas in the first place (need a scientist and stone miner working together for stone mining IV, ect.), but they are all complicated and stretching. Although, once again, this would only work if some previous civilization existed, which hasn't exactly been confirmed. I suppose it could just be some "modern" inventor that had lost his blueprint, but how many times can that story happen?
As for the bags, good call. While we're at it, though, what the heck is inventory? How can my dude with a couple pockets in his cargo pants carry five swords? How does that make sense? Maybe backpacks should be required to carry more than four squares of inventory room.

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Bancheis
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Location: Arizona, USA

Wed Apr 24, 2013 6:36 pm

I agree with kain_lei. People have to stop automatically assuming this is a post-apocalyptic world, or that there was a more advanced civilization that existed before them. Until it is clearly stated, it is best to assume that this is their natural planet with their natural evolution and technology.

On the inventory subject, the current system is more RPG-like which is fine in my opinion. If we wanted to make it more realistic, I would say there should be a penalty for having more than 50% of the inventory squares used up. Maybe add combat penalty for every 10% inventory used after the 50%, up to 50% penalty. It still makes sense that someone could carry all that stuff, just they wouldn't be able to use their hands for anything else.

As for dungeons, I have an idea on that as well. Perhaps bandits can dig out caves or underground lairs to use as hideouts. I know there was talk about using the science skill for prospecting mines at one point. Perhaps these can be found while doing this, a hidden door or rock that moves to reveal said dungeon. Inside, you have a tougher breed of bandits with a very strong boss. They could have loot equivalent to high value goods raided from traders and caravans. This would add an optional challenge, while giving more late game playability. Who knows, maybe even add special NPCs you can rescue from capture.

I simply disagree with blueprints. The research stations would likely be used to come up with those by the scientists doing the research in the first place. This is why you wouldn't lose the ability to build something once the scientist or engineer who designed/built it died.

MugenNoKensen
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Joined: Wed Apr 10, 2013 12:44 pm

Sun Apr 28, 2013 11:12 am

I also like this. It could be the main locations for the bandit types (Dust, hungry bandits, ninjas) and could be also used for bounty hunt quests

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zibathy
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Thu May 02, 2013 4:39 am

Bancheis wrote:I simply disagree with blueprints. The research stations would likely be used to come up with those by the scientists doing the research in the first place. This is why you wouldn't lose the ability to build something once the scientist or engineer who designed/built it died.
Wait, so let me get this straight. You think every weapon built by every faction in the entire world is exactly 100% the same when they are all hand made? Interesting theory you have there, but I'm pretty sure every faction would have their own style of making weapons confined to their faction (they wouldn't be arming competitors/enemies). Which is why there should be blueprints. If you feel like having blades shaped like bunny ears then you raid the bunny ear faction and beat the blueprint out of their blacksmiths. Or you just look at their swords and copy them.

Also, they could have ideas written down about how they want to make a sword out of diamonds (or some ridiculous material they'd never acquire en masse) but can't acquire the materials for it. So you take the idea and, using your brilliance, get the materials required for it and make a hyper-mega-epic-badass sword that nobody else could make because of their lack of ingenuity. It would let you get unique blades instead of just running around with boring vanilla weapons.
hi

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zibathy
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Thu May 02, 2013 4:39 am

But, with that being said, Chris would need models for unique weapons, so it might not happen.
hi

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philthymcnasty
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Fri May 03, 2013 12:07 am

Interrogations and bribes would also be a great way to get tech. Selling research would be great for diplomacy and money. ie

Holy empire diplomat: You murdered thousands while you were in the army, no amount of first aid will stop us from hating you!

Philthy Mcnasty: what about well 3 tech?

Holy empire: Give us the blue prints and we will hate you less.

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Bancheis
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Fri May 03, 2013 5:44 am

zibathy wrote:
Bancheis wrote:I simply disagree with blueprints. The research stations would likely be used to come up with those by the scientists doing the research in the first place. This is why you wouldn't lose the ability to build something once the scientist or engineer who designed/built it died.
Wait, so let me get this straight. You think every weapon built by every faction in the entire world is exactly 100% the same when they are all hand made? Interesting theory you have there, but I'm pretty sure every faction would have their own style of making weapons confined to their faction (they wouldn't be arming competitors/enemies). Which is why there should be blueprints. If you feel like having blades shaped like bunny ears then you raid the bunny ear faction and beat the blueprint out of their blacksmiths. Or you just look at their swords and copy them.

Also, they could have ideas written down about how they want to make a sword out of diamonds (or some ridiculous material they'd never acquire en masse) but can't acquire the materials for it. So you take the idea and, using your brilliance, get the materials required for it and make a hyper-mega-epic-badass sword that nobody else could make because of their lack of ingenuity. It would let you get unique blades instead of just running around with boring vanilla weapons.
Well, first off, I think you rather hastily jumped to conclusions about my comment. I never said anything of the sort from what you are accusing me of. You are just putting words in my mouth, so to speak. And here is my counter.

The argument you are making is that having blueprints would allow people to make blades that are the same as someone else made them. I figured I would argue this using your own theory. If every weapon is handmade, then truly the only person who could replicate what was made was the original weaponsmith or a smith of similar skill level. There is more to making swords than just shaping in the same shape as another one. If that were the case, what need is there for blueprints if you can just look at the weapon and copy it? You have different steel qualities, different folding techniques, just different methods of crafting in general. In fact, this would make a great argument for having blueprints for weapons. However, there should probably be multiple 'attempts' at recreating something rather than just magically being able to make it because a paper told you how.

What my argument said is that the research stations would be used to come up with the design specs for whatever it is you craft. Essentially, they contain the blueprints if you must use that word. Now, to discuss if they should be able to craft what they researched, that would be a whole separate debate. The blades should have a minimum level of weaponsmithing to be able to craft to make this fair. It doesn't make sense that some random guy I just hired can be told to go to the smithy and make the same quality weapons my 95 weaponsmith was making. Even if he had the design specs in front of his face, he still wouldn't have the ability to make it.

Now, after saying all that, I realize that my argument counters what I said previously about not losing the ability to build something once the other people who made it died. That statement was aimed towards blueprints of buildings and tech, not exclusively weapons. You should know this if you read the previous posts. Don't just skim one person's post, then insult them by telling them what they are thinking. Even if that was not the intention, that is how it comes across.

While I agree it would be nice to have different weapons for different factions, I think it is expecting too much to have Chris deal with the complications of adding a unique item generator or multiple quality levels of the same item into the game. It would be nice to have, but that should be the point of a post in Feature Requests rather than just posting about someone else being wrong about something you don't understand.

Try to have a little more respect for the person you are quoting. Don't just argue about their post saying "This is how you are thinking" and expect them to agree with you. Make a proper counter-argument so the other readers can have a true discussion.

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Borran
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Wed May 08, 2013 3:24 am

Hey guys this is a constructive thread for forming ideas, not arguing over who has the best interpretation of it. Please try to keep your posts at a positive level, we are all trying to do what we think is best, but fighting over forums is not the answer. :D

Also I distinctly remember Chris stating how he didn't like the idea of random dungeons being stumbled upon. I may be wrong(Which is false), Chris may take it into consideration. I am just putting it out there so your fighting isn't entirely useless. ;)
Just quit talking and assume I am always correct.

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arthoz
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Sun Aug 18, 2013 8:10 am

I like the idea of blueprints. It's kind of boring if you have the same tech to research all the time. Just wait and in no time you'll get everything seems kind of tasteless. It's better that you could only research the tech of other faction after you've bought the required blueprint and those blueprint may only be bought with certain level of faction relationship or prerequisite quests.

Also in every different game depending on your gameplay choices, you might have different tech-tree related to the quests you've completed, discoveries you've made in your travels and factions you've befriended (or slaves/captives acquired). Eg: cannibals might have unique bonecraft techs and surgeon/medical/artificer faction could enhance limbs or implants.

You might even gain tech from continous capture/abduction of slaves and torturing captives. Sort of similar to tech research table only you use torture/interrogate captives/slaves to unlock the tech and increase the research rate.

There is an arguement that a single research will allow anyone to master the skill of making a unique sword? How about looking at it from the industrial perspective. Researching tech from a blueprint means you are making a standard operating procedure and quality control for making the product. In that way you could ensure a standard level of output everytime by any operatives designated at equipment production. Only that a master craftperson would make it faster due to their skills and understanding of the trade (in addition if you'd like a % chance of adding rare/unique/special enhancement to the weapon/equipment giving more reason to use a skilled unit).

Moreover you could become a weapon merchant selling weapons and equipments to other faction (not selling tech but selling the product). For example a quest/contract to provide certain ammount of armament to a faction which resulted the spawning of powerful patrols/guards/scout or even an army for invasion.

Sell it on your shop counter and see if the dynamic economy would cause change in merchant caravan guard or faction soldier equipment...sell directly to both side (or three side, four side, etc...you decide what political relation to influence) for profits or to even out their strength and prolong a war or support one side to decisively act to end it...your choice.

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Bancheis
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Location: Arizona, USA

Fri Aug 30, 2013 3:16 am

arthoz wrote:There is an arguement that a single research will allow anyone to master the skill of making a unique sword? How about looking at it from the industrial perspective. Researching tech from a blueprint means you are making a standard operating procedure and quality control for making the product. In that way you could ensure a standard level of output everytime by any operatives designated at equipment production. Only that a master craftperson would make it faster due to their skills and understanding of the trade (in addition if you'd like a % chance of adding rare/unique/special enhancement to the weapon/equipment giving more reason to use a skilled unit).
If the weapons were made in factories, that would be true. This is not the case. They are made by hand with a hammer and anvil. This can be seen clearly on the Kenshi wiki image for the Weaponsmith II building. Anyone who has started a craft or profession and worked from the bottom up knows that it is damn near impossible to do the same work a seasoned professional can do without the same amount of time put into it. Just because a man has a 1/100th scale model of a house and detailed measurements doesn't mean he can build a real one with the same quality a carpenter who has been doing it for years can. Same goes for ice sculpting, just that is a little more unforgiving of mistakes :p

Maybe in the future, an upgrade will be added for a factory style craft station. Personally though, I prefer to think of the guys putting their sweat and blood into the making of the weapons. Adds to the feel of the game world, having to work hard for everything you manage to get.

Image

Sorry for a little thread necromancy here. I think you do have some good ideas regarding the different tech trees based on involvement with other factions and NPCs. I would like to see that implemented as well, though we are talking about quite a large workload here. I wouldn't expect it until the official release is closer. If not then, after that as an expansion or patch. This is assuming the idea is considered by the dev team of course.

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Hatsune_Neko
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Mon Sep 02, 2013 5:34 pm

philthymcnasty wrote:Interrogations and bribes would also be a great way to get tech. Selling research would be great for diplomacy and money. ie

Holy empire diplomat: You murdered thousands while you were in the army, no amount of first aid will stop us from hating you!

Philthy Mcnasty: what about well 3 tech?

Holy empire: Give us the blue prints and we will hate you less.
thats kinda of a nice idea.
Mostly cause i have murdered thousands of Holy empire dudes. giggles
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LTPLegend
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Tue Sep 03, 2013 12:51 am

zibathy wrote:
Bancheis wrote:I simply disagree with blueprints. The research stations would likely be used to come up with those by the scientists doing the research in the first place. This is why you wouldn't lose the ability to build something once the scientist or engineer who designed/built it died.
Wait, so let me get this straight. You think every weapon built by every faction in the entire world is exactly 100% the same when they are all hand made? Interesting theory you have there, but I'm pretty sure every faction would have their own style of making weapons confined to their faction (they wouldn't be arming competitors/enemies). Which is why there should be blueprints. If you feel like having blades shaped like bunny ears then you raid the bunny ear faction and beat the blueprint out of their blacksmiths. Or you just look at their swords and copy them.

Also, they could have ideas written down about how they want to make a sword out of diamonds (or some ridiculous material they'd never acquire en masse) but can't acquire the materials for it. So you take the idea and, using your brilliance, get the materials required for it and make a hyper-mega-epic-badass sword that nobody else could make because of their lack of ingenuity. It would let you get unique blades instead of just running around with boring vanilla weapons.

Then you would have to make those blueprints yourself and not find them. Then you need a whole new engine to handle all those creations and there is no way to police if a pig shaped sword would or should even do any damage. That's unrealistic. Blades and weapons all over the world had the same functions the way they look mattered little if anything it was the material, weight, length and craftsmen ship that matter.

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arthoz
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Tue Sep 03, 2013 1:53 pm

Bancheis wrote:If the weapons were made in factories, that would be true. This is not the case. They are made by hand with a hammer and anvil. This can be seen clearly on the Kenshi wiki image for the Weaponsmith II building. Anyone who has started a craft or profession and worked from the bottom up knows that it is damn near impossible to do the same work a seasoned professional can do without the same amount of time put into it. Just because a man has a 1/100th scale model of a house and detailed measurements doesn't mean he can build a real one with the same quality a carpenter who has been doing it for years can. Same goes for ice sculpting, just that is a little more unforgiving of mistakes :p

Maybe in the future, an upgrade will be added for a factory style craft station. Personally though, I prefer to think of the guys putting their sweat and blood into the making of the weapons. Adds to the feel of the game world, having to work hard for everything you manage to get.
Yes every smith could not produce stuff at an average quality but I do believe any trained smith could at least make or imitate the design and over time gained the mastery to make item of similar quality if not better. Historical fact does support this. The romans copied and massed produce Carthaginian ships, spanish design sword, even upgrade the javelin into their own unique pilum. Even in asia there are historical evidence where the Angkor empire copied the double bow arcuballista design by learning it from deserting enemy soldiers and succesfully used it against their enemy.

Like you said, I can't make the same house or ice sculpting like a master could but still could be able to build a house and sculpt something from ice (well maybe an ice-blended drink at least :lol:). But I guess over time if I kept at I will level up to the same skill of the master themselves, they too start as clueless apprentice and study hard before becoming a master right? And to study they need a source of knowledge right?

Here's where the manual comes in, please don't narrow your mind thinking that a manual or blueprint should be in the form of writing. Manuals comes in many form, either in writing or through oral education--in the form of a mentor or master to teach you the skills. There are even genius who could learn by only looking and touching.

A weapon made in factory is similar to weapon made in blacksmith forge only the magnitude of the production is increased. That's why there are reject material at the factory because of unskilled worker made a mistake. Yes, even today in the age of high tech industry, only nowadays they use machines and computers instead of hammer and anvil as tools...but the concept is still the same. Standard operating procedures and quality management are only there to reduce the chance of making flaws.

So back to the main point putting into context of the game...this is where the character skill in kenshi makes the game great. Let me add something more to my previous suggestion to better fit it based on your opinion. Let us allow only units with the minimum level of weapon or armour skills to be able to produce the item. So even if your faction have acquired the blueprint to unlock the technology and fully researched it, without a unit with enough skill level, you still can't produce the item.

Then people will said then why not just have enough skill level for weapon smith, no need to level it up further by making more weapon than what you need. So let take it even further to provide incentive for levelling your skills. Make it so that having higher skill level will not only allow the unit able to make the item faster but have increased chance to add further enhancement.

So having a single unit focusing only at weapon making and over time with constant exp gained and levelling up the skill, you'll have a legendary blacksmith able to produce not only unique powerful weapons but also could make it faster than anyone else and even have high percentage to add further enhancement to it like extra cut damage, higher durability (I think weapon breaking will be implemented in game), bigger bleeding, maybe poison effect, etc--up to your own imagination. Sort of like a master putting his heart and soul into the weapon so you could add prefix or suffix to it like in diablo (eg Sharp katana, extra sharp katana, sharpest katana--sorry, I'm not really good at making names for weapons :oops: ).

But have a group of four or five doing smithwork and you'll have a sort of factory to produce weapons for your army. Maybe they are not so great at smithing skill but just enough to be able to produce the items that you need. Here comes the fine balance over quantity of quality, either to produce enough equips for your army in time or to produce that legendary equips that will make your friend envious.

Take this even further to add more replayability and surpise to the game and also to make it simpler to design, create multiple hidden tech trees including secret tech that could only be acquired by trade, quest or by accomplishing certain game requirements (eq kill 1000 bandits, acquired 50 bounty, bury 1000 dead body in graves, acquired 1,000,000 profits from trade, make 10 bread...etc). That way instead of programming the game to trigger the tech, you could simply acquire various stuff by playing the game differently.

Allow it to go both ways where the npc too could also unlock them by fullfilling the requirements and you'll add the dynamic and surprise effect to the game. For example, allow the holy order to win wars and kill thousands of enemy and they'll unlock secret deadly weapon...I guess if you kill enough people you'll soon learn to make better weapons at killing right?


LTPLegend wrote:Then you would have to make those blueprints yourself and not find them. Then you need a whole new engine to handle all those creations and there is no way to police if a pig shaped sword would or should even do any damage. That's unrealistic. Blades and weapons all over the world had the same functions the way they look mattered little if anything it was the material, weight, length and craftsmen ship that matter.
I do agree with this opinion. Apart from any exotic and cultural shape, a weapon geometry does effect the weapons ability. A sabre have better slicing motion then a straight blade. While broad blade have better chopping and a tapered sharp point is better at piercing. The ancient hittite used a straight bladed sword while ancient egyptian used a sickle sword. Both are good for stabbing where the hittite simple blade might make it easier to produce and simpler to wield but the sickle sword have extra shape to allow for chopping and hooking the enemy. But later no matter how good they fuctioned, they are superceded by steel weapons.


Whew! That's one lengthy post...not sure if anyone would want to read it...I just hope it'll help to contribute to the game design...

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