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In-Game Crafting/Fabrication (The Part the Player Does) -- Should be an Adventure in Itself :

New Formula actions/operations/tests have to be first carried out by the Player with varying efforts of exploring Skill, cleverness, and Investigation/Research on the new method, and maybe Luck (and first finding/obtaining the appropriate Tools/Material/Parts through alot of secondary interactions).

Some may be done through Mini-Games/Puzzles (originally developed via Player Asset Creation )) Skills of the Player's NPC "Team" can/may be added in.

The mundane repetitive processes -- the now usable production Formulas (vs. ones still being learned/developed/trained) would be done subsequently by the Player's NPC Henchmen/Lackeys - ONCE the Player has achieved effectiveness themself.

Afterwards there can/may be additional incremental Improvements (attempted/worked at/developed) for the Player's known fabrication recipes/Formulas/patents/solutions. Generally, production starts and stops dependent on availability of raw materials. Note - for the most part, this is a kind of 'workshop' crafting (often just for self consumption - frequently cheaper than purchasing for something you use alot of). This generally is not some assembly-line operation mass production (there just aren't enough customers to justify that).

Fabrication Aspects :

  • Variability of results (including injuries and destruction)
  • Unique items based on what goes into them (most often limited to external appearance variations)
  • Substitutions of compatible parts/materials (often needs to be discovered)
  • Workable tools vs Optimal tools (quality/efficiency may suffer)
  •  ??? Formulas (technology info) can be traded between Players (have to be 'documented' formalized through the game mechanics - probably requiring a minor Skill to do it)
  • Clues to some other Formula (serendipity) can be discovered (accidents do happen, though usually not)
  • Observation of old production facilities can supply 'ideas' (why the Colonels 7 herbs and spices were kept secret ...). Shortcutting 'research'.
  • The old "bang on it and it starts to work" is possible sometimes (risky)
  • Finding out WHAT can be 'constructed' is only part - finding out HOW it is constructed is where much of the skill is important.
  • Extensive fabrication trees for all kinds of things (most of Raptures mechanisms are to be detail props and objects in the game).

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Stealing parts from working systems will be handled in interesting ways in the game mechanics. Fingerprints didn't go away when people became Splicers and become ex-Splicers. Security systems still exist. New Rapture isn't Anarchy, and penalties for crimes exist. No doubt there will be a 'security war' between the Players wishing to 'test the system', and the improvements to the game mechanics. Limiting this activity is probably required, as it isn't fun when a Player's efforts are too easily undone by other Players (and the extensive detail the MMORPG offers alot of avenues).

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Drink *CalciO* And Achieve Greatness !!!


RyanDollar

Money makes Rapture go round...

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GAME OVER


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WARNING - YES, This whole Wiki is a 'Thought Experiment', and YOU are the Test Subjects !!!!! (So are you Alive or Dead as per this whole Concept ???)


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*WARNING* - This MMORPG contains blood and gore, intense violence, mild sexual themes, strong language and use of alcohol and tobacco.


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*WARNING* - Fanbois May Find The Content of This Wiki Confusing and Distressingly Contradictory to Their Mindsets, Head Explosions May Result


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