As mentioned, the biggest
problem of the Garrison resource system was that it practically made normal
resource gathering obsolete due to providing players with a regular income of
herbs and ores that - over time - managed to cover all expenses without needing
a gathering skill. This was counterproductive for the reasons mentioned above;
on the other hand, completely removing resources from a base wouldn't really
feel "right", especially when compared to WC3 where every functional
outpost needed (a) a mine and (b) a forest within its vicinity.
Additional remark: The
system would be open for trading, and as such would expand the existing Auction
House economy.
Basic resource system
This problem would be
dealt with by introducing a parallel resource system that consists of materials
that are exclusively useful within the context of the real estate system. These
resources are, of course, required to erect buildings, forge weapons and armor,
equip and feed followers etc. - a possible selection of resources might include wood, bone, stone, metal, leather, cloth, foodstuffs, oil (if a steampunk aspect is included as well) etc.
All these materials would
be generic and suited for "mass production", so to speak, but
unsuitable for any crafting profession that uses materials of a similar
category (in fact, they'd be what has been dubbed "garrison
resources" in the past). This means that while the basic resources are
gathered in large quantities (and possibly by follower units), the players
themselves will still farm the superior and/or magical materials they'll need for their
professions on their own - and of course in the wilderness, always outside the
base.
As a rule, the resources
are harvested in the vicinity of the base, but players may tag deposits of raw
basic resources should they stumble over them during their adventures, which in
turn summons followers to harvest them.
Items
The items would be
crafted by professional craftsmen inside the base (provided the necessary
infrastructure exists), not by players - mirroring the way resources are
handled.
For fighting units, this
would mean that followers can be provided with weapons and armor, or
increasingly high quality-versions thereof, or with additional items that
improve their overall performance (like short swords/daggers for close combat,
helmets, potions, stirrups for mounted units etc.)
But while that equipment
might be the most obvious use for this, the system could be expanded to all
aspects of the base - like introducing better shovels, pickaxes and hatchets
for workers (to make them work faster or increase the resource turnout from
harvesting), better clothes or food (lower attrition rates and better
performance), better tools for craftsmen (for faster working and better items)
etc.
Special resources and Items
However, this doesn't
mean that player professions are wholly useless in that context.
In addition to standard
resources, players - especially those with crafting professions - should be
able to pitch in using their private resources and crafting skills. So for
example, a miner could add rare metals that are used to create alloys, or gems
for more unique followers, a skinner would be able to pitch in special leather,
furs and scales etc.;
Crafters on the other
hand can acquire special recipes, plans and schematics that are exclusively
suited for follower equipment - either improvements on existing follower
equipment or new baseline items for them.
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