My suggestion IF even possible to be implemented is a expanded crafting addition to the current system.
Before I continue, I'd like to say that the current crafting system is actually good though rather empty in my opinion. My biggest concern is that there's a form of OOC progression for every IC character build. For example rebel characters rely on crafting before anything else, there will be a moment where you will craft absolutely everything that you need and cease to venture around the sewers/city to potentially steal/loot/rob the rest of your loot. My suggestion is an expansion to what you can already craft /AND/ different options as to what you need crafted!
-IDEA-
- Add more items! I have a feeling that the current crafting menu is rather limited. Add more options such as craftable knives,club,nail board,spear..etc. Craftable clothing as well! Other than handkerchief and some armor paddings, there is no clothing that can be crafted. Sure you can ask for an Authorization for items in exchange you roleplay sewing some cloth to craft some makeshift shirt.
- Add a recipe system / Class system. Lets say that you have the ability to chose after a period of time to "Upgrade" what your character can craft. If you focus on crafting electronics such as radios/flashlight and potentially more items that could be added in the future you might expand your skillset and unlock new options such as a "radio jammer", "Night Vision", "Makeshift stun batons" - etcetra. Or by unlocking certain crafting options if you manage to find a "recipe" for it.
- Add options to disassemble items! I've had needs to get cloth one way or another, you could add options to lets say if you are in need of some cloth you could "Rip" the clothing with your bare hands for a lesser amount of resource gain after doing so. So if you use scissors to cut clothing you get around 5-7 cloth. If you use your hands you might ge 1-3 for example.
Of course these suggestions are merely ideas to expand interactivity for players!
My personal first impression of this server was not the fact that it's heavily regulated on the roleplay level, the first impression to me was that THIS server has a really good amount of OOC player interactivity with the game world itself! The terminals are such a gem to this server's immersion, I have fun just scrolling around the terminal looking for what document I need printed out etc. Imagine if you add more options for players to interact with the server itself, instead of just calling over admins to ask if they can roleplay ripping apart a piece of clothing to get cloth? I understand some players might see this as a lowered standard and that certain players might avoid to roleplay their actions but honestly, I haven't seen a single player that's focusing on the scripted actions that take place on this server and the quality control is pretty big here along with the Authorisations to even join the server. I believe that if more in-game interactivity such as a expanded crafting system is added and you see WHAT you need to do in order to achieve a certain goal such as crafting an item, You will be more active in looting/searching/trading for specific items such as resources with other players, what does that give to the server? More interactions, more scenarios that could be created.
Example -
John [A poor shop owner that sells foods and cooking supplies] is in need of 5 cloth 1 glue and 2 rope. He managed to craft makeshift Glue because he has flour and salt [Read below this example] though he's missing the cloth and the rope. John walks around the sewers and finds a hidden crate, He loots it and manages to find some rope inside! Though John is missing his cloth and he wants to craft a fanny-pack. John would go up inside the city and start exploring the residential buildings, he manages to find an unlocked apartment and loots the dresser, He finds a T-shirt. He doesn't have scissors and doesn't need that T-shirt so he rips it apart and manages to collect 3 cloth from it.. Though John is missing 2 cloth.[Scissors will give around 5-7 pieces] He's now walking across the sewers and spots Alex, they exchange words and Alex agrees to sell him 2 cloth for fifteen tokens. John is fucking broke, he goes up to the city again and now contemplates to either rob somebody or continue looking for clothes to rip apart. [He has /TWO/ options now] He decides to take the safer option and went into another apartment building. The previous apartment owner has reported the robbery and now Civil Protection are patrolling around apartment blocks. John hasn't noticed but he tries to bust-in a locked apartment and creates some noise, the civil protection officers manage to hear it from outside and go to interfere. John manages to escape and runs down to the Sewers, He meets Alex and now tries to create a counter-offer. Alex agrees for a different set of items to be traded and John now has a new way to achieve what he wants.
In the end this whole requirement of crafting materials and different options for him to create whatever he wanted to achieve gave my different scenarios and different ways for him to achieve what he wanted. In the end this example showed us that by wanting his fanny pack [good lord] he resolved to robbery. He was close to achieving his goal but in the end Civil Protection were alerted and even managed to spot him thieving around. In the end John is now wanted by the police and hasn't created his damn Fanny pack. In the end this created conversations and scenarios for both Alex, John, tThe apartment victim, Civil protection and potentially the entire city as Dispatch would probably request him to confirm his status with the local police. This gives enviormental interaction for everyone!
In short-
More options, mechanics = More interactivity, enviorment, replayability for everyone.
How to create glue [Makeshift glue as an in-game reference]
In order for John to create his fanny-pack he needs either factory glue or he can create makeshift glue as stated above. In order to create the fanny-pack he either needs 1 factory glue which is efficent or lets say 3 makeshift glue that could be crafted from flour and salt with water!
Before I continue, I'd like to say that the current crafting system is actually good though rather empty in my opinion. My biggest concern is that there's a form of OOC progression for every IC character build. For example rebel characters rely on crafting before anything else, there will be a moment where you will craft absolutely everything that you need and cease to venture around the sewers/city to potentially steal/loot/rob the rest of your loot. My suggestion is an expansion to what you can already craft /AND/ different options as to what you need crafted!
-IDEA-
- Add more items! I have a feeling that the current crafting menu is rather limited. Add more options such as craftable knives,club,nail board,spear..etc. Craftable clothing as well! Other than handkerchief and some armor paddings, there is no clothing that can be crafted. Sure you can ask for an Authorization for items in exchange you roleplay sewing some cloth to craft some makeshift shirt.
- Add a recipe system / Class system. Lets say that you have the ability to chose after a period of time to "Upgrade" what your character can craft. If you focus on crafting electronics such as radios/flashlight and potentially more items that could be added in the future you might expand your skillset and unlock new options such as a "radio jammer", "Night Vision", "Makeshift stun batons" - etcetra. Or by unlocking certain crafting options if you manage to find a "recipe" for it.
- Add options to disassemble items! I've had needs to get cloth one way or another, you could add options to lets say if you are in need of some cloth you could "Rip" the clothing with your bare hands for a lesser amount of resource gain after doing so. So if you use scissors to cut clothing you get around 5-7 cloth. If you use your hands you might ge 1-3 for example.
Of course these suggestions are merely ideas to expand interactivity for players!
My personal first impression of this server was not the fact that it's heavily regulated on the roleplay level, the first impression to me was that THIS server has a really good amount of OOC player interactivity with the game world itself! The terminals are such a gem to this server's immersion, I have fun just scrolling around the terminal looking for what document I need printed out etc. Imagine if you add more options for players to interact with the server itself, instead of just calling over admins to ask if they can roleplay ripping apart a piece of clothing to get cloth? I understand some players might see this as a lowered standard and that certain players might avoid to roleplay their actions but honestly, I haven't seen a single player that's focusing on the scripted actions that take place on this server and the quality control is pretty big here along with the Authorisations to even join the server. I believe that if more in-game interactivity such as a expanded crafting system is added and you see WHAT you need to do in order to achieve a certain goal such as crafting an item, You will be more active in looting/searching/trading for specific items such as resources with other players, what does that give to the server? More interactions, more scenarios that could be created.
Example -
John [A poor shop owner that sells foods and cooking supplies] is in need of 5 cloth 1 glue and 2 rope. He managed to craft makeshift Glue because he has flour and salt [Read below this example] though he's missing the cloth and the rope. John walks around the sewers and finds a hidden crate, He loots it and manages to find some rope inside! Though John is missing his cloth and he wants to craft a fanny-pack. John would go up inside the city and start exploring the residential buildings, he manages to find an unlocked apartment and loots the dresser, He finds a T-shirt. He doesn't have scissors and doesn't need that T-shirt so he rips it apart and manages to collect 3 cloth from it.. Though John is missing 2 cloth.[Scissors will give around 5-7 pieces] He's now walking across the sewers and spots Alex, they exchange words and Alex agrees to sell him 2 cloth for fifteen tokens. John is fucking broke, he goes up to the city again and now contemplates to either rob somebody or continue looking for clothes to rip apart. [He has /TWO/ options now] He decides to take the safer option and went into another apartment building. The previous apartment owner has reported the robbery and now Civil Protection are patrolling around apartment blocks. John hasn't noticed but he tries to bust-in a locked apartment and creates some noise, the civil protection officers manage to hear it from outside and go to interfere. John manages to escape and runs down to the Sewers, He meets Alex and now tries to create a counter-offer. Alex agrees for a different set of items to be traded and John now has a new way to achieve what he wants.
In the end this whole requirement of crafting materials and different options for him to create whatever he wanted to achieve gave my different scenarios and different ways for him to achieve what he wanted. In the end this example showed us that by wanting his fanny pack [good lord] he resolved to robbery. He was close to achieving his goal but in the end Civil Protection were alerted and even managed to spot him thieving around. In the end John is now wanted by the police and hasn't created his damn Fanny pack. In the end this created conversations and scenarios for both Alex, John, tThe apartment victim, Civil protection and potentially the entire city as Dispatch would probably request him to confirm his status with the local police. This gives enviormental interaction for everyone!
In short-
More options, mechanics = More interactivity, enviorment, replayability for everyone.
How to create glue [Makeshift glue as an in-game reference]
- Add 1/2 cup of flour and a pinch of salt to a bowl.
- Pour 1/3 cup of water into the bowl.
- Mix the ingredients well until it has a smooth, paste-like consistency. ...
- Your no-cook glue is complete!
- Have fun using your no-cook homemade glue.
In order for John to create his fanny-pack he needs either factory glue or he can create makeshift glue as stated above. In order to create the fanny-pack he either needs 1 factory glue which is efficent or lets say 3 makeshift glue that could be crafted from flour and salt with water!