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Nexus Clash :: View topic - Build-able home repair-benches
Posted: Mon Jan 11, 2016 7:43 am Post subject: Build-able home repair-benches
I dunno if this would be balanced/intended or not, but it seemed nice in my head:
If you've got the Master tier of your repair tree (and maybe also Engineering/Structural, for added skill-synergy?) you get the option to build a repair bench of that type in your faction footlocker.
You'd use up a load of ap and would need to gather a bunch of items -say, portable toolkit, pipewrench, a hammer (are there hammers in nc?), plastic and wood, etc, make it time consuming-, and the bench would be built in your SH tile, right in your locker, and would use up some room in it - 25 maybe? if you had master level in more than one tree, you'd need to build separate benches that would need each their own locker space.
These benches would of course let you (and you only, not your faction mates) craft and repair items as if you were in a building with a bench (or had a toolkit in the case of bowyers) without going out of the SH (or needing a toolkit in your inventory). In the current state of things, this means it kinda overlaps with Resourcefulness, but that skill still provides a crafting ap discount and lets you repair wherever, not only the sh.
As a final thingy, if you're raided, then you could have to spend some ap repairing your bench in order for it to become functional again, maybe, and of course you could have the option to dismantle it in order to recover your footlocker space if you ever need it again.
pluses:
makes crafters less dependent on being near a benched building in order to get exp. crafting isn't nearly as tedious as, say, alchemy, but it's still nice to have more leeway with these things. additionally, it's one less restriction for faction placement when you don't have to cluster around so many resource buildings.
cons:
somewhat promotes encroaching in your stronghold. bowyers aside, dependency on a building to repair increases the chances someone can kill you or you can accidentally ap' while doing your thing. this coming from the assumption that more dying = good, yada yada. _________________ Tanks for everything.
I'm not so sure about this. Rule of Resourcefulness is an expensive skill and is one of the signature abilities of the Conduit, so I don't think it's too good of an idea to diminish its usefulness. Besides, jockeying for position around resource buildings seems like a vital part of faction warfare in this breath.
Joined: Aug 15, 2010 Posts: 3955 Location: Gehenna (Earth Branch)
Posted: Mon Jan 11, 2016 4:45 pm Post subject:
Yeah...we're after more reasons to make people GET OUT of their stronghold, not stay inside forever. So this isn't likely to happen. _________________
"Oh, sorry, thought I was in a Vault of Enlightenment, not someone's booze cabinet." -Kharn
Joined: Jan 19, 2010 Posts: 1984 Location: Charlotte's Bakery University
Posted: Mon Jan 11, 2016 5:10 pm Post subject:
Shadok wrote:
Yeah...we're after more reasons to make people GET OUT of their stronghold, not stay inside forever. So this isn't likely to happen.
It's a decent idea but only if you could only set up the repair bench outside your stronghold where it (and you, and anyone using it) could get attacked, kind of like the generators in Urban Dead.
Yeah, I can see that. I was mostly coming from the feeling of, "what things are a drag to do in NC and why?", this one being, "repairing when you are far from a foundry and you got no travel skill", but it's not that a big deal.
I am not so sure on the point about factional warfare, after what happened in Cimmeria/Sunset, but I guess having big factions close to one another does encourage raiding because travelling is easier. _________________ Tanks for everything.
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