Enhanced Crafting and Materials

Discussion in 'Blocks and Crafting' started by sTURMIR, Dec 8, 2013.

  1. sTURMIR

    sTURMIR Scruffy Nerf-Herder

    Greetings!

    Since this is sort of a combination of Guedez and myselves idea I credit him for his method of advancement. (I am bastardizing his system as well) I'm also combining an idea I had for "doors" and other materials into this post. Though the Suggestion thing says to break up different ideas, I think the fact that my idea has to do with a "system" not with individual pieces to that system that these things should be under 1 primary source. I can't suggest different cogs to a clock without first suggesting the clock. I also apologize for the length and grammar issues. I'll look through it and edit it as needed. However, I think that this will illistrate my dream for the future of starbound enough.
    As well as Eppy's Refinery/3D Printer's Idea.
    Guedez's Technological Crafting

    First of all- The materials used annoy me, I think that there is a great variety of materials/weapons in game, but they reflect more the fantasy side of things over a science-fiction. My proposal is the establishment of different material and advancement for those materials.

    Base materials (in no particular order)-
    Copper - a weak metallic material, used to make circuits, and early weapons/armour. Fairly weak.
    Tin - Combined with Copper to create Bronze. Tin is also used in Electronics. (And possibly canning foods?)
    Iron - A strong metallic material, Used to make weapons and armour
    Leather - Combinable with multiple materials to create winterized material and clothes.
    Titanium - Light material, used for speed and when combined with other alloys, weapons/armour
    Cerulium - Blue metal - Fictional Superconductor. Used to make energy weapons/armour/shields
    Rubium - Crystal structure - used as a focus for weapons, shields, and combined to make late composites.
    Diamond - Crystal structure - Used as a focus for weapons, shields, and combined to make early composites
    Gold - Used for circuitry - Also to make things pretty
    Silver - Used for Circuitry - Also to make things pretty
    Impervium - Late game metal, Essentially the same use it has now.
    Platinum - Used for Circuitry - also to make things pretty
    Toxinium - Plant like metal material - used for weapons and armour.

    Alloyed materials or Enhanced Materials
    Carbon - base material like Pixels. Creating when breaking down any other object in something like a refinery. Good sink for things like dirt and decorations/things you would have thrown away and couldn't convert directly to pixels. Used to create composites and graphene.
    Silicon - Created from Sand/Dirt and used as a primary base for electronics.
    Graphene - Same as Silicon, Higher electronics, can be combined with some materials to make them stronger.
    Wootz Steel - Pre-Molten core steel created from Iron and Coal, used in weapons and armour.
    Steel - Post-Molten Core Steel created from Iron and Coal - Used in creating weapons and armour
    Carbon-Composites (Ballistic Ceramics) - Created from "Carbon" - Combined with Diamonds, Rubium, Graphene, ect. to create varying types of Ceramics for use in armour.
    Bronze - Created from Copper and Tin - Good for Early weapons and armour
    Sulfur - Combination of Ash (From vulcanic worlds) and coal - Used to create guns.

    The idea would be that mining resources should result in being able to produce something. If you can't use that resource anymore, the ore should be able to be broken down into pixels for replication or broken down to "Carbon" for use in composites and building material. (Prefab housing anyone?) The materials used in this case would be realistic representation (or as close as it needs to be in a game.) of how materials are used. Thinking about the 1 to level 10 I've tried to create resources that properly fit into that 1 to 10 difficulty rating and still provide scale.
    This may get a bit confusing, so I apologize.
    Leather armour (Weather resistance) and Copper (protection) should last you the entire planet. It's not too difficult a challenge however "Hard" monsters will provide some issue. Upgrading to bronze is the gateway armour to level 2 - Covering "hard" level 1 monsters, and "easy" level 2 monsters. Next is iron + leather which covers "easy", "medium" level 2 monsters, and provides some protection from the cold. Solid Iron provides enough protection for "Hard" level 2 monsters Wootz steel coming to the rescue for the UFO challenge. (Defeating a "mini boss" on the first world would unlock the crafting schematic for Wootz steel and allow you to explore past your solar system or some such where you can prepare to fight the UFO. It would also provide protection to some level 3 easy monsters.) Molten Core comes into play here. Steel is unlocked providing the next step of level 3 protection - Titanium becomes smeltable and the ability to create a new refinery where you can break things down to Pixels. Finding a schematic for carbon next (Perhaps through a miniboss, perhaps through exploration or building some elaborate thing. I dunno.) where you can refine things to carbon and begin the next step in the journey. Moving onward to where you unlock the final phase of crafting.
    - Alright, enough with the wall of text. I suppose by now you get the basic concept of armour. Without actually knowing the difficulty system propose though it's difficult to actually get an idea of how things might work. So moving on.
    In addition with just the base materials used, you can "enhance" your materials, based on a technological level. This technological level can be advanced with Pixels, and scales with the molten core/other things you may have unlocked at the time.

    Just an idea for the bonuses:
    Rubium - provides fire damage when applied to weapons, fire protection when applied to swords (You don't take as much burn damage or some such.)
    Leather - provides cold resistance (you don't freeze.) - Not as much however as an entire suit made out of leather, or an environmental suit. Combine with environmental suit to survive COLD worlds.
    Iron - Additional damage (not much.) - +Protection on armour
    Wootz Steel - Additional Damage (A little better.) + More protection on armour
    Steel - Additional Damage (There we go.) + Even more protection on armour!
    Titanium - Swing speed for weapons (fire speed.) Faster run speed and higher jump on armour
    Cerulium - Electrical damage with weapons, electrical resistance on armour.
    Carbon - Explosive resistance, Gun resistance.
    Graphene - Regeneration
    Toxinium - Poisons enemies with weapons, poison resistance on armour. you get the idea.

    The crafting station you use determines how much of a bonus you get as well as how much materials you have to use to give stronger bonuses. This would allow players to customize their weapon choices. If you want a strong weapon that deals fire damage. Pump a lot of steel and Rubium into the weapon. If doing it at a normal crafting table, you could only do it say- 10 times*your technology level % - Robo-crafting table 100*your technology level % or something. Explorable "alien tech" things can be used to unlock higher tech levels as well.

    Being able to attach materials to items replicated as well, will pass on the base materials strength as well. The 3D printer should be able to replicate every item in the game, inefficient and very wasteful, but still very possible. The quality and waste would also be determined by this technological level.

    Shields - Moving on to electronics now. Using Silver/Gold/Platinum/Cerulium and Crystals for electronics would eventually lead to the point of Shields.
    Personal Shields would be adding an additional "Hit point" counter that would recharge over time. The shield level and quality would determine what the shield can absorb, and how powerful the shield is. (Possibly it's colour and stuff too.) the shield would be invisible until you are "Hit" this shield could also provide additional benefits to (cold protection. Underwater breathing by creating an environment or something.) which would last until the shield fails.
    Base shields would add protection level to blocks to prevent them from being targeted by other players. Inside the shield sphere, you could add blocks and alter them in any way but other players could not unless added to a "shield IFF." When thinking about the future and possibility of PVP and other things with the game, this shield could have a definite regenerating hit point counter, and provide massive bonuses of defense against walls (and lesser so to doors.) so players would have to follow the path players set. Walls could be destroyed with explosives and drills/hammers, but would require a lot of time and effort as the shield would repair the damage unless there was a lot of players, or explosives being used. The blocks also, depending on what they were made out of, would resist and be immune to all lesser forms of materials. Iron walls wouldn't be able to be damaged at all by Iron weapons and below, but still act like normal blocks to steel drills/hammers/pickaxes. Technological level would also determine the strength of the shield upon crafting it.

    This way a complete level of usage for all materials were being used, and players could construct puzzles and other fun things for players to gambit through. This would also allow players to construct bases on places other than their homeworld and worry about other players being destructive. (I also don't know about you, but I actually enjoy that Apex technological dungeon with the tesla-rod things, and being able to simply destroy/Place blocks and circumnavigate the entire thing kinda would be sad for the apex who designed it. I appreciate the minecraft adventure mode, and I think that being able to enforce "adventure mode" areas would be good for design. (See my post about Doors for more information.)
     
    Last edited: Dec 9, 2013
    ang and Xanglaeus like this.
  2. Xanglaeus

    Xanglaeus Space, The Final Frontier

    I think it's a good idea. Thread watched.
     
  3. Vectruz

    Vectruz Star Wrangler

    need some work to do more sense, but is really better than crapy fantasy metals used right now gold not good to tools weapons and armours
     
  4. Guedez

    Guedez Big Damn Hero

    I have to agree with this. The idea is probably something too big to be explained in a single post, using only words. It feels like pieces and bits of the idea are thrown everywhere but never expanded on. I also had plenty of ideas that i didn't put on my original post, i think i will redo my thread over the week
     
  5. sTURMIR

    sTURMIR Scruffy Nerf-Herder

    Essentially the point is to create a crafting system that functions to real life crafting. Your right. I do need to expand upon every aspect and I will be revising to do just that. It is a massive concept - It needs to be massive to fit in the scope of the game we are playing though. Each following post I will explain each main idea separately then - especially to those who aren't english (primary) speakers I apologize and I will do my best to illustrate my words clearly.

    -----Base Metals-----

    The section above gives you an idea of the material types (Base Materials) Which are harvest-able from the ground, and do not require anything to use in their base form. They can be altered to create things from decorations, to armour and weapons. These base materials apply only to metals and leather, and not things like Coal and timber. Common sense and easily accessed knowledge on these materials separately will organize them by their strength, so I won't need to explain to anyone why Steel is above Copper.

    By laying out the base materials, and combining them with different materials, we create new things. Bronze is a product of Tin and Copper. It takes the best attributes from both metals and creates a very good alloy. However, separately, these materials will also be used to accomplish different things as well. Tin was a primary metal used in canning - and modernly used with other metals to prevent them from corroding. When gathering Tin - after progressing beyond Iron, tin becomes useless by itself for Armour and weapons. In traditional sense, one would stop gathering this metal. However, in this method, the material can still be used. If applied to weapons and armour, tin would perhaps add resistance to poison or something. It would also continue to be used in recipes (canning goods perhaps.) and different decorations/blocks. If the use of tin was not found in that form, tin ore could be broken down into pixels, or into Carbon where it can serve as a higher base material. The amount of tin required to make 1 carbon block would be a lot more then say, gold... but it still could be used for it.

    (Will continue more - Writing this out on Microsoft word first then posting.)
     
    Last edited: Dec 9, 2013

Share This Page