![]() Perhaps the necessary tools and equipment are already in the crafting room from the beginning and you just have to learn how to use them. Actually now that I think about it, maybe the cash for tools is a bad idea that would suck some of the fun out of the game. You could also maybe craft extra weapons to sell to NPC's or other players to make more scratch so you can afford that sweet laser cutter a little sooner. The weapons made with bare-bones tape n' ties would not have the ability to swap out parts to upgrade or repair, but imagine if you had a milling machine and could cut screw thread or expand a breech and barrel to accept the oversized military ammo you found somewhere on the map. The player would also collect some form of convertible currency to purchase tools and equipment for his ever-expanding death shop. I suppose there would be other skills such as medical that would help in other areas, but that would be outside the scope of the weapon crafting (or maybe not: nitroglycerin syringe gun sounds like it would make for some interesting headshots, not to mention the possibilities presented by defibrillators.). that would help him craft better weapons. Over the course of the game, he would collect some form of experience points to unlock and level additional skills, such as carpentry, machining, demolition, etc. The quality of these weapons could be significantly improved through trial and error for novice players, or through prior knowledge and common sense drawn from real life for more advanced players, with a corresponding higher level of difficulty which would also allow quicker progression to counter the greater challenge and danger.Īt the beginning of the game when the player is creating and loading out his character, he would be able to choose a skill that he would already have experience with, in the guise of his occupation prior to the zombie apocalypse. ![]() The resulting weapons would be low quality, break easily and not be very effective against enemies. He would also have very limited knowledge with which to forge his implements of destruction. I had an idea to add to this brilliantly conceived system: Why not introduce progression to the act of crafting as well? Specifically, not only would the player get better components for the weapons themselves throughout the game, but he would also be able to acquire new skills and equipment to improve the the quality and expand the variety of the weapons he is able to produce?Įarly in the game, the player would start out with a spartan crafting space with little more than duct tape, zip ties, wire, glue, etc. Hey, come to think of it, is that a good idea or not? RPG elements combined with "realistic" weapon-building? Now one could imagine there would be situations where you'd LIKE a crushing weapon like that, especially if you were simultaneously building the character that would wield it. The overhead swing, of course, is immensely deadly but immensely slow and it seems to take a lot of effort to do. He has to drag it everywhere and the basic movements are him struggling to keep it up. If you don't know what Yahtzee means about James-with-the-Great-Knife, it's basically a blunt, rusted blade that is as tall as a man and twice as heavy. realism gets a little in the way of fun toys like this, but I think weight as an effective countermeasure to just slapping on hundreds of effects is going to work pretty nicely. Guilty Gear's idea of basically humanoid shapes(Gears) that can sprout wings/huge spikes/tails/body weapons/pets or even mech-like robotic parts. I mean, Prince of Persia: Sands of Time had sand zombies (made of sand and they're all stretched out so itcountsshutup). ![]() I'm sure we'll start seeing stuff like this pretty soon.Ĭlick to expand.Something good? I sincerely hope that Nazis, orcs, aliens, robots and zombies aren't all we can come up with anymore. You could even take another page from the Fable book and add design cards all over the world that you can use to put on your weapons, or make little side quests to procure special materials in order to make better weapons. Of course you couldn't directly decide which upgrade you got, but the basic principle is there. ![]() Each weapon had four different aspects that could be mixed and matched, the blade, the hilt, the color and the aura I think. If you kill a lot of innocent people with your sword it's blade will drip with blood. Your hero weapons customize themselves each time you upgrade the appropriate skill set based upon your actions. Actually, from what little I've heard, Skyrim might actually include something akin to what Yahtzee was describing in its new weapon crafting system.įable 3 is another good example. There's even a little bit of customization in the enchantment system. Click to expand.Well, you can name all of your stuff in The Elder Scrolls series. ![]()
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