Smithing improvements/tweaks
issueid=2807 04-11-2014 10:39 PM
Member
Number of reported issues by Setremedes: 4
Smithing improvements/tweaks
Make smithing investments/rewards scale in a more friendly fashion

All right, so this is several suggestions at once, for which I apologize, but they're all relatively small ideas (not going to comment on codeability for obvious reasons) related to the same feature of the game - smithing. I feel like smithing should be of more benefit in the midgame and of comparatively lesser benefit in the lategame (except to weaponsmiths), helping characters get mediocre/generic items (orcish helmets, iron boots) into better shape instead of improving their already powerful items (phase daggers, eternium, wicked -foo- of penetration). I also feel like weaponsmiths should get more benefit out of smithing in general - as is, their advantages, while nice, aren't anywhere near as obvious and powerful as wizards' advantages with magic for example, even in an activity that's obviously of more limited benefit than casting spells. Here are some ideas:

1. Make pickaxes smithable. Currently, repairing pickaxes is possible for Glod but not a player (even a weaponsmith player), which makes no sense. Of course, currently pickaxe stats don't affect their break rate, which leads us to...
2. Make pickaxes and hammers more useful for mining/smithing as their stats improve. Currently, it's common practice to corrode one's pickaxe so that Glod doesn't charge as much to repair it. Wouldn't it make more sense for a pickaxe in better shape to have a lower chance of breaking, and a hammer in better shape to be more useful for smithing with?
3. Make smithing difficulty scale with material. Iron, I feel, should be easier to work with than it currently is, and adamantium and eternium should be harder. The current success rate feels about right for mithril.
4. Make smithing difficulty scale with item value (instead of, or in addition to, suggestion 1). Improving a dagger should be significantly easier than improving a phase dagger with identical stats, or a prefixed/suffixed dagger.
5. Give ingots a chance to be retained after a failed use. Perhaps transform a failed-use ingot into a "misshapen ingot" of the same weight, which can be smithed back into a functional ingot (with destruction on a failed attempt at this)? Maybe this one should be weaponsmith-exclusive, or only occur on a near-miss Smithing roll?
6. More available anvils - through a higher drop rate or just an additional guaranteed one that doesn't require the killing of a nonhostile NPC. Perhaps add one to the Mystic's reward that also includes potions of training, or the Puppy Cave?
7. Make the hammer of the gods usable for smithing (or perhaps even grant benefits).

And here, grouped for convenience, are the set of possibilities to make weaponsmiths more powerful at, well, weaponsmithing:

1. Reduce/eliminate any penalties added by the above suggestions for weaponsmiths.biggest advantage is that they have easy access to an anvil! Some ideas for making this happen:
2. Give weaponsmiths a chance to add prefixes/suffixes to items when smithing them, or a separate ability to attempt this at the cost of (for example) a wand or power points. In this example, you could even scale the odds of success with the number of charges in the wand/max PP of the player. Perhaps this could replace the incredibly underwhelming level 25 class power (automatically identify metallic item materials)?
3. Replace the current level 50 class power (reveal damage for un-IDed weapons) with something a little more robust - automatically identifying (including prefixes, suffixes, etc - everything but B/U/C status, like on a non-Casino shop floor) metallic items, or letting them smith up items well beyond the normal limits, perhaps?
4. Train weaponsmiths in the Mining skill, to better acquire the raw materials for their trade.
5. Allow weaponsmiths to create items at the cost of their weight in ingots (perhaps as a replacement for the level 12 class power, with that optionally becoming a hidden class feature like monk hunger?). So iron boots could be created with a successful Smithing check and 6 iron ingots, or eternium boots could be created with a successful smithing check and 7 eternium ingots. This would probably be a lot of work to add, but it would be really cool. Your weaponsmith's been using axes and he can't find a good higher metal axe? Let him make his own!
6. Provide some additional interaction between weaponsmith PCs and Glod/Kherab. Perhaps Kherab sees the PC as competition and attacks on sight if lawful, treats them normally (perhaps with unique dialog) if neutral, and regards them favorably and perhaps provides some help (eternium warhammer?) if chaotic? Perhaps Glod isn't willing to let a rival smith use his anvil at any price, or will request that a weaponsmith PC fill "special orders" for him (-foo- with at least -blah- stats) in exchange for gold?
Issue Details
Issue Number 2807
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority Unknown
Suggested Version ADOM 1.2.0 pre 20
Implemented Version (none)
Milestone (none)
Votes for this feature 6
Votes against this feature 0
Assigned Users (none)
Tags (none)




+ Reply