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Research system as a solution in between book learning and autolearning recipes. #12657

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@kevingranade

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I had a thought while looking at #12656. Currently the options for learning recipes are either to meet skill requirements and learn them from a book, or meet their skill requirements at all, at which point you "figure it out".
It would be nice to have an in-between where a skill threshold, conversation, or reading from a book unlocks the general idea of a recipe, and then the survivor can spend time researching it to eventually learn to make an item.
For example it's relatively common knowledge that black powder is made of charcoal, saltpeter, and sulfur, but I would guess it would take me days if not weeks of trial-and-error go get from that point to a workable black powder, assuming my first guess of "grind finely and mix together" would even work. Now I'm no chemist, so perhaps knowing enough chemistry would make the needed ratios and processes relatively obvious, but even then I would guess it would take some trial-and-error to get something that will work.

More concretely, what I'm proposing is a new thing a player can learn, which acts somewhat like a recipe in that it has skill, equipment, and ingredient requirements and if successful will produce the targeted item. The difference is that it requires a lot more raw materials than a corresponding recipe, and it consumes a highly variable amount of them with each attempt, and it has a much lower chance of success. Success can also either fully unlock the recipe in question, or somehow move the player closer to doing so.

Implementation wise, this could just be a flag on an existing recipe that adjusts effective requirements and the checks made to craft things, there could be multiple tiers to progress though where success rates go up, times go down, and yields improve. It could even start applying qualities at some point that make the product better (or worse).

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