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Found 2 results

  1. Rough-Draft Idea but hoping people can add onto it. All of these should be considered optional for gameplay purposes as not everyone would want to dabble in engineering, but it would be a good add-on for those that do. Scaled-down engineering, could possibly use a different type of science, but just some ideas. *Electrical Engineering: - Button Battery Generators - Thermal Generator (Burns stuff) - Aphid Wheel Generator - Ant Wheel Generator (generated more power than aphid) - Light Bulbs - Minable Copper Ore (not unlike quartzite) - Copper Wires for connecting electricity *Plumbing: - Connects to pond or other water system - Water filtration cleans water - Requires Power to Run *Different metal ores can be smelted for armor in the thermal generator when combined with a fuel source. my ideas are pretty vague so I was wondering if anyone else had any ideas:)
  2. I didn't found anything solid about this topic, so here it goes: What do you think abut profession systems? I think I would want some kind of professions in the game like alchemy, first aids, herbalism or even engineering. It would be nice if: We need to do something to get better without implying repetitive tasks. We can have custom recipes. We can read books to actually learn some (few) of the recipes, having to take out the recipe after reading the book to a custom recipe. We can collect things (items, medals, flavor items) from them. We need to explore deeply to get the best rewards from them. We can benefit from them in dialogues and / or in the battlefield. It would be awesome if them allows us to have an exclusive assistant or some sort of companion / pet. I like having professions in the game; they add to the game a new level of progression and mix some of the responsibilities from some classes with new ones that won't fit a class system at all. They are rewarding and give a motto for those explorer players. What do you think?
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