Crafting as a survival skill (with skill levels)


Avril

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I think crafting should be a separate skill. When you've become a good enough crafter the work bench won't be necessary, this means you can survive and thrive in places without workbenches (HRV). Notice that the reduced crafting time in my skill level suggestion is only present when using a workbench, and not when "free hand" crafting.

1. Crafting time reduced by 5% at work bench. 
2. Crafting time reduced by 10% at work bench. You don't require a work bench to craft fishing lines and hooks.
3. Crafting time reduced by 15% at work bench. You don't require a work bench to craft snares.
4. Crafting time reduced by 20% at work bench. You don't require a work bench to craft arrow shafts, simple arrows and survival bows.
5. Crafting time reduced by 25% at work bench. You don't require a work bench to craft fur clothing including the bear-skin bedroll and moose-hide satchel.

Also, arrow making should not be part of the archery skill, but of the crafting skill. 

 

Ok bye.

Edited by Avril
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Interesting idea, but I think your level 5 is very OP.  I think all clothing should have to be started at a workbench and completed to, say, 50% before being able to take it on the road to finish sewing it.  This would represent the need of a table to lay out a pattern and cut the pieces from the hides.

Also, overall, I would not reduce the crafting times by more than 15% either.  Arranging crafting "days" to avoid getting cabin fever is a major strategy in the game.  I wouldn't want to effectively take it away completely. 

Finally, what would cause the level up? - How many things should you have to craft to level up or should it be hours spent crafting regardless of what it is you're crafting.  Should it matter what type of items you're crafting so that you can't level up quickly just by making endless amounts of fishing line.  Should making endless amounts of fishing line qualify you to make a bear coat in 75% of the normal time and without the aid of a workbench?

I would not include making arrowheads in the count towards leveling up crafting to be able to make clothing either.  It is more accurately a forging skill, along with making the basic tools; but more than that, it would be a too convenient exploit to craft 100s of arrowheads at each forge using the coal there and scrapping shelves and such nearby for scrap metal just to level up inordinately quickly.

So, I would leave arrowheads where they are and perhaps  just add a crafted clothing benefit into later stages of the sewing/repair skill  that would enable the last 50% of clothing to be "sewn by hand" without a workbench.  As for fishing tackle, it doesn't weigh much so it's really not hard to craft a bunch of it while near a workbench and just carry it around with you.

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2 hours ago, UpUpAway95 said:

Interesting idea, but I think your level 5 is very OP.  I think all clothing should have to be started at a workbench and completed to, say, 50% before being able to take it on the road to finish sewing it.  This would represent the need of a table to lay out a pattern and cut the pieces from the hides.

Also, overall, I would not reduce the crafting times by more than 15% either.  Arranging crafting "days" to avoid getting cabin fever is a major strategy in the game.  I wouldn't want to effectively take it away completely. 

Finally, what would cause the level up? - How many things should you have to craft to level up or should it be hours spent crafting regardless of what it is you're crafting.  Should it matter what type of items you're crafting so that you can't level up quickly just by making endless amounts of fishing line.  Should making endless amounts of fishing line qualify you to make a bear coat in 75% of the normal time and without the aid of a workbench?

I would not include making arrowheads in the count towards leveling up crafting to be able to make clothing either.  It is more accurately a forging skill, along with making the basic tools; but more than that, it would be a too convenient exploit to craft 100s of arrowheads at each forge using the coal there and scrapping shelves and such nearby for scrap metal just to level up inordinately quickly.

So, I would leave arrowheads where they are and perhaps  just add a crafted clothing benefit into later stages of the sewing/repair skill  that would enable the last 50% of clothing to be "sewn by hand" without a workbench.  As for fishing tackle, it doesn't weigh much so it's really not hard to craft a bunch of it while near a workbench and just carry it around with you.

Very nice input and very good questions. 

As for level 5 being OP and crafting days. In my opinion it opens up more parts of the map, you can set up a camp that doesn't have to be close to a workbench. You can still be outside and craft if you like to prevent cabin fever, "hand crafting" by the campfire while cooking up some rabbit. 

When it comes to leveling up I can't give you an answer on how many things you have to craft or how many hours spent before reaching next level. I think this is a good system though: When an item can be crafted without the workbench it won't count towards the next level, i.e. fishing lines and hooks will not make it easier for you to reach level 3, 4 or 5. 

I agree with you that forging definitely should be a separate skill! 

 

Edited by Avril
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