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Tinkering Profession And Siege Weaponry

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River

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So I finally saw the Nexus-Craft video on the LotC youtube channel (If you haven't seen it then here it is: 

), and it looked interesting. It got me thinking about all the things that could be improved upon, blacksmiths making things more efficient at a lower creation time, same as leather. Got me wondering if improving cooking would lengthen the time it takes to expire exc.

 

When I got to the tinkering section of the video I figured "Oh, interesting, there is something useful for engineers". I then thought about the improvement category of the skill and wondered "Wait, there is no improvement section, besides improved creation times". So then I thought about siege weapons. I don't know if 4.0 has a plan for making siege weapons a real thing that's a little more than just structures aided by a GM. But if there was an improvement to siege weapons, then I'd like to suggest a few things.

 

Tinkering

Those who create and operate siege weaponry are engineers, and thus will probably pick tinkering as one of their main professions to start with. But besides better creation times there really isn't anything that can help them, which is why I propose the idea that IF siege weapons are made an actual thing that players can operate with actual operations after making them do so, then these siege weapons should break down, or stop working from time to time. This would allow Engineers, or those who practice engineering to fix these breakdowns by tinkering with these machines. It could be as simple as a random piece of the siege weapon disappearing. Or damaged siege equipment from enemy attacks have to be repaired before they can be used again, unless it is beyond repair, some other reason. It could act just as the cauldron or tanning station in the Nexus-Craft plugin, where in order for those siege weapons to work, they  have to be built "Exactly" that way. Encouraging actual progression, while having a whitelist for those who learn it, preventing everyone from using them.

 

That way for them to work, they have to be in that exact form of blocks in the right place, when a block is randomly taken away at any time, the Engineer has to inspect the siege equipment, finding the missing spot, and replace it with a spare part they have to carry. This will help bring meaning to engineers to siege, while giving them additional things to do on top of firing large pieces of stone at the enemy.

 

 

Siege Weaponry

If, siege weaponry isn't made actual things just as I said they would in the last paragraph or two, then allow me to properly suggest them. I think making it so that you can make actual siege using blueprints (knowledge tought to you by another engineer, whitelisting you do the siege system) allows you to create those siege equipment. It could work similar to how golems, or snow golems work. If they're in the right places, and if you're whitelisted, it grants you the ability to use mechanical versions of earth magic. For example, there was an earth spell that could launch a large piece of stone, dealing AoE damage when it landed. Trebuchets could be responsible for that, or catapults with smaller radius stone projectiles with a higher reload rate. Or Balistas firing some sort of projectile that could use a ghast projectile exc. That way it could expand to the things an engineer could do besides "Tinkering", creating mechanical goods along with handling other forms of RP engineering and laying out redstone. Perhaps this could breath new life into players aspiring to become engineers, and specialize in Siege Weaponry, seeing a much more interesting battle scene in times to come.

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what else you got in that head of yours?!!!!! :)

 

 

+1

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My only problem with your siege weapons is everything has to be the same design yes? So the Human Treb looks 100% identical to the Orcish one. The Elven Ballista is the same as the Halfling one? But I do love the idea.

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That was the only problem I could think of, that and the number of times a siege equipment could be repaired in battle, perhaps if it took a 15 minute repair time to repair siege weapons after they're broken.

 

When I  was writing this post I did think exactly that, but there are two possibilities:

  1. Either the tech team, has a lot to do on their hands, or
  2. The leader of the Dwarven Engineering Guild and other in game tech team members be granted the power to create blue prints (When built exactly like this, has an operating mechanic.)

Or perhaps another solution can be found through further talk of how to determine how, or who has rights to create a blueprint, that would be the only issue I see coming from this

 

COMMENTS

I'd like further comments to focus on whether they think this is

  • Why you like it
  • Why you dislike it
  • Suggested solution to the problem only problem we see, or other problems you think could arise

P.S. Ford I may as well have your perma +1 wherever I go :)

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This plugin looks amazing. Anyways, about what the post was about.

 

Like you noted above, maybe there could be some type of blueprint system where someone can build the siege weapon and gm's or something could like do something with the blocks and turn it into a usable design for a blueprint? Idk. Cool idea, though!

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My only problem with your siege weapons is everything has to be the same design yes? So the Human Treb looks 100% identical to the Orcish one. The Elven Ballista is the same as the Halfling one? But I do love the idea.

**** he know about our pumpkin ballistas! He knows too much!

Also this is a good idea Exocet tinkerers don't Alayna's has to deal with violent aspects of inventing such as tinkering robots, contraptions, ale dispensers etc.

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