Engrams improve weapon quality
Posted: Sat Nov 07, 2015 5:22 am
I am established on a server and have dozens of blueprints. After a mindwipe, this leaves little point in learning engrams.
My idea is to allow allocation of additional engram points to something you've learned to increase the damage and durability.
Example:
Wooden Bow cost 11 engrams to unlock.
I can make a primitive bow with 100% damage and 50 durability.
I put put an additional 1 engram into bow.
I can now make a primitive bow with 102% damage and 51 durability.
I put 9 more engram points into bow.
I can now make a ramshackle bow with 120% damage and 60 durability.
so on.. all the way up to masterwork?
One issue I see with this is people crafting a dozen masterwork bows, storing them, then mindwiping. Then going on to make a dozen masterwork metal picks... One suggestion to combat this is to make a mindwipe sickness debuff that wont allow you to use mindwipe for 30 days or more.
Another suggestion I heard from a tibemate that I liked was quality to building structures.
My idea is to allow allocation of additional engram points to something you've learned to increase the damage and durability.
Example:
Wooden Bow cost 11 engrams to unlock.
I can make a primitive bow with 100% damage and 50 durability.
I put put an additional 1 engram into bow.
I can now make a primitive bow with 102% damage and 51 durability.
I put 9 more engram points into bow.
I can now make a ramshackle bow with 120% damage and 60 durability.
so on.. all the way up to masterwork?
One issue I see with this is people crafting a dozen masterwork bows, storing them, then mindwiping. Then going on to make a dozen masterwork metal picks... One suggestion to combat this is to make a mindwipe sickness debuff that wont allow you to use mindwipe for 30 days or more.
Another suggestion I heard from a tibemate that I liked was quality to building structures.