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.
Engrams improve weapon quality
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- Posts: 4
- Joined: Wed Oct 14, 2015 2:37 am
Re: Engrams improve weapon quality
what would be the cap. 15 points?
in addition for solo play since you have no one can help with engrams, can beacons drop any blueprint.
in addition for solo play since you have no one can help with engrams, can beacons drop any blueprint.