Item quality level #35533
Labels
Crafting / Construction / Recipes
Includes: Uncrafting / Disassembling
<Enhancement / Feature>
New features, or enhancements on existing
Game: Balance
Balancing of (existing) in-game features.
Items / Item Actions / Item Qualities
Items and how they work and interact
(P4 - Low)
Low priority issues: things which are e.g exotic, minor and/or hard to encounter
Is your feature request related to a problem? Please describe.
Presently we do not do a good job of simulating the difference between a well-made or a poorly made object. In addition, it would be nice if different salvage materials were able to be represented somehow.
Item quality levels seem to be the answer to both. However, there are a few issues as brought up in discussion with Kevin and Mlangsdorf and myself:
Describe the solution you'd like
In general, item quality level could be applied in three ways:
I propose breaking tool quality into four categories:
Crafting speed bonuses would be averaged, so the max bonus/penalty you can have is 5% for working with entirely shoddy or exquisite tools.
Determining quality:
Future notes:
Items that are not tools, most notably clothing and food, could also have these quality levels. The code should be made extensible for this but for now should just apply to items with tool qualities, since we don't want to make people worry about if they're working with a piece of shoddy sheet metal to build their tin box.
Describe alternatives you've considered
While there are arguments for allowing quality to affect other things eg. item damage when used as a melee weapon, the granularity of our system doesn't really allow this to work. It would have to be considered carefully.
The text was updated successfully, but these errors were encountered: