
New Player Skills
Eventually I hope to see tack making become a skill for players to build upon. It would be interesting to see what this idea could become. I was thinking that tack making could be in the skills area, and that you can choose to specialize in Western tack, English tack, or Harnessing (when it arrives). There could be different "skill trees", such as Silversmith - which may be interesting for Western enthusiasts
Players could craft items in a crafting area or workshop. These items may take 12 - 60 turns to complete depending on how high your crafting skill is. The quality of the item could also depend on your crafting skill.
The Silversmith could focus on putting the fancy touches to any Western wear, such as this


To make it more interesting, players should only be allowed to craft for one discipline (English, Western, Harness).
Your crafts could be sold in the market area
Players could craft items in a crafting area or workshop. These items may take 12 - 60 turns to complete depending on how high your crafting skill is. The quality of the item could also depend on your crafting skill.
The Silversmith could focus on putting the fancy touches to any Western wear, such as this

To make it more interesting, players should only be allowed to craft for one discipline (English, Western, Harness).
Your crafts could be sold in the market area
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BlackOak2 Offline
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Re: New Player Skills
I really like this idea. I was on at least two separate games that had these types of abilities and I really enjoyed them, both making (for the one game) and purchasing (for the other, this other game required you to pay in order to make the extras, and if I recall correctly, it wasn't just a couple real dollars for the upgrade, it was a large price).Retsi wrote:Eventually I hope to see tack making become a skill for players to build upon. It would be interesting to see what this idea could become. I was thinking that tack making could be in the skills area, and that you can choose to specialize in Western tack, English tack, or Harnessing (when it arrives). There could be different "skill trees", such as Silversmith - which may be interesting for Western enthusiasts.
Players could craft items in a crafting area or workshop. These items may take 12 - 60 turns to complete depending on how high your crafting skill is. The quality of the item could also depend on your crafting skill.
To make it more interesting, players should only be allowed to craft for one discipline (English, Western, Harness).
Your crafts could be sold in the market area
I also really like the restriction of crafting for only one type of thing. Creating restriction niches in my opinion is a good thing for markets.
I think, however, I would prefer the option to be able to 'trash' a specialized training and start at the basics to learn another. For instance, I specialized fully in english tack, found that I didn't like it, or changed all my horses over into western, and would have the choice to dump all my specialized training in english, reopening the learning-to-craft disciplines at the beginning to specialize instead in western. I would assume in this scenario, that training in a specialized category would always require the same set amount of training (not necessarily the same amount of training for each category).

Re: New Player Skills
It would be a creative area of the game. I would say that even the dyes for the leather/threads on the halters and saddles should be able to be tweaked. There should be a large color spectrum for the halters. A large color and material spectrum for the saddle cloths, a large range of patterns. The leathers should have a big list of preset colors to choose from. It could get quite interestingBlackOak2 wrote:I really like this idea. I was on at least two separate games that had these types of abilities and I really enjoyed them, both making (for the one game) and purchasing (for the other, this other game required you to pay in order to make the extras, and if I recall correctly, it wasn't just a couple real dollars for the upgrade, it was a large price).
I also really like the restriction of crafting for only one type of thing. Creating restriction niches in my opinion is a good thing for markets.
I think, however, I would prefer the option to be able to 'trash' a specialized training and start at the basics to learn another. For instance, I specialized fully in english tack, found that I didn't like it, or changed all my horses over into western, and would have the choice to dump all my specialized training in english, reopening the learning-to-craft disciplines at the beginning to specialize instead in western. I would assume in this scenario, that training in a specialized category would always require the same set amount of training (not necessarily the same amount of training for each category).
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BlackOak2 Offline
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Re: New Player Skills
Indeed it did, on those other two games I played. However, since those parts of the game kind of overtook the basic gameplay, there was much more admin emphasis on them and the game itself took a different turn, so I quit.Retsi wrote:
It would be a creative area of the game. I would say that even the dyes for the leather/threads on the halters and saddles should be able to be tweaked. There should be a large color spectrum for the halters. A large color and material spectrum for the saddle cloths, a large range of patterns. The leathers should have a big list of preset colors to choose from. It could get quite interesting
I certainly would like to see this and all you suggested for it here, to be added to the game, but I hesitate on adding too much, for fear of it taking too much of the game away from what we have now. That being said, I don't think that will really be too much of a problem, considering the way this game is set up.