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FABRICATION

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Also See Tools

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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Another Asset To Build : WorkBench and ToolKits

Programmable slots for various tools all laid out (visually) so you can access them without tedious inventory (interface) searching - and to see what you have, so you know what you can do.

Including various 'expendables' (parts is parts)

Tool Kits can be picked up/dropped off as a single item (again saving on inventory/storage shuffling routine tedium)

Template system allows custom versions for particular crafts, as well as more flexible Interface design for selection/modifiable editing of individual Objects (Player Created Interfaces).

The same idea applies to 'Ammo Belts' -- where all the ammo/tools/options for a specific weapon goes with it as a group Object.

Likely you could have a 'Comment' note slot for the Player to remind themselves of related 'Things to Do'

Such 'kits' can act as a guideline for the "Team" NPCs to keep you supplied (automatically) without micromanaging that activity (MMORPGs are Known for their tedious activities via bothersome interfaces).

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Added amusement for 'Fabrications' :

Make it a bit of a gambling game to add Player interest (more than #$%^&* tediums repetition)

  • Real Repairs (chance of degrading as well as improving an object)
  • Fewer 'Work Actions' (low repetition), otherwise it just become a 'numbers' averaging game for similar results. If its too repetitive, it simply becomes 'statistical', so need some 'all in' type effort/material wagering. Risk a lot for chance at exceptional/greater outcomes/breakthroughs.
  • Exceptional 'makings' (results) Not done via the automatic 'routine' Underling ('Team') tasks.
  • Then the Player has to go collect the materials/components again (formula/recipes)
  • Mentioned elsewhere - various Tool/Skill/Material quality modifiers to the actions
  • Actual USEFULNESS for the items, not just "Sell to the Vendor" money generating schemes which most MMORPGs

have (the landfill in those games - full of useless 'crafted items' which soon would bury all those game's huge maps 80 feet deep).

  • You shouldn't do your Fabrication activities when you have a hangover or a mangled(injured) hand (or when sleepy).

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Technogibberish :

Use of various 'fake' techno names for parts/components/devices like the infamous "Gonk-u-lator", for all the little dohickeys and bits that are simplifications of mechanisms (too real for the game - too real is usually 'boring') :

  • Acme-plug, a part
  • Minstrom Wrench, a tool (used to adjust Acme-plugs)
  • Smythe Junction, an electrical component
  • Brabazon oil, a material used to heat treat metal
  • Menzies Serum, a drug used for treating delusional insanity
  • Dilbert Probe, a bio-electronic testing tool
  • Kyburz Fuse

Generic names :

- Type-3 magnetic module

  • R-34 Wire Cluster ( a low-bid made part )
  • Length of #2 wire
  • Cleaning Solution
  • Triple-A Bearing
  • Sheet of Grade 2 Wallboard
  • 3 inch L-beam

Other more real named parts/tools can likewise be used :

  • 1/2 inch nut & bolt
  • Monkey Wrench
  • Jewelers Screwdriver (very small)
  • Hacksaw
  • Red Varnish
  • Duct Tape

All those devices and machines we see on the Walls of Rapture will have to be given names (and even plausible functions).

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Interior Construction :

  • Rigging - how else are you going to move those heavy wall sections and floor tiles all day long for your structural  repairs. A-Frames, pulleys, ropes, tiedowns.  Assemblies of objects places by Player to manipulate the terrain.
  • Likely that many/most of the inner walls/ceiling sections were fairly lightweight (largely insulation/sound deadening).
    • They aren't load bearing walls, just there to cover up the ugly cement most of the buildings are made of.
  • Floor section are sturdier but laid down like tiles.
  • Bags of Concrete - high strength for those critical structural repairs - hydraulic ceement sets-in-water formula
    • There would be a industrial plant somewhere to make this useful material (probably near Hephaestus)
    • Stockpiles deployed in various Maintenance centers (much probably used up by Maintenance Daddies over the years)
  • Floor structural components to repair major damage (those big holes in floors we saw in the games)
    • Usually metal - so welding skills useful
  • Some floors are heavy reinforced concrete compression struts required to keep those huge flat walls from imploding from  the sea's immense water pressure.

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Player-run construction 'company':

  • Registered with city.
  • Work done for other parties to rework/repair buildings
  • Contract with payment installments
  • Organized material supplies (cut out the middleman)
  • Appropriate tools for heavy work and utilities
  • Required construction skills (with amount of work needed, lots of opportunity for 'on the job' training).
  • Some City sponsored work - most of the 'Big Projects'
  • One or more players form a 'company' to increase the manpower for larger projects.
  • Sub-contracting (NPCs are usually available when players don't want to take part)
  • Do work that other Players don't want to do (when they prefer other game activities ...)

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Crafting/Fabrication Logically Done at Established Bases :

Required Infrastructure (you carry around way too much already just with 'repair' kits). Too many varied tools/facilities to be portable.

So IS IT that realistic to have them teleport/gate/fastride to these bases between adventuring way out in The Ruins ?? Instead have NPC "butt-monkeys" ('Team' NPCs able to do various 'Tasks' ) who do alot of the mundane stuff for you (and marshaled 'loads' and efficient transport to minimize trips).

Pneumo works some places, doesn't in many others. Transit and Pneumo is expanding to outlying points from New Rapture.

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