Improved Forging.

by Isuka

Back to Ideas.

Isuka2009-02-18 18:43:16
QUOTE (Gwylifar @ Feb 18 2009, 10:29 AM) <{POST_SNAPBACK}>
I've mentioned ideas like this before and been shot down but I'll bring it up again because I still like it better than the other proposals. You forge something and get a flat set of numbers that are always the same. (Or, there's a small amount of variation, with a constant total for the three values, but it's very close to a baseline.) Then you invest additional commodities to increase the values from there towards some maximum.

For example, scimitars are wounding weapons, so every scimitar comes out of the forege with damage 110, precision 200, speed 140 (around the middle fo the current range). You can increase the damage to a maximum of 130 by adding steel (3 points per bar), or increase precision to a maximum of 235 by adding platinum (3 points per bar), or increase speed to a maximum of 195 by adding silver (3 points per bar), but you can't increase any of them to a grand total of all three that's higher than 500.

Net result, you can have as good a weapon as you're willing to pay for, without the process punishing the forger. My only concern is the impact on the commodity market, but that's adjustable (the admins can simply increase production of those commodities slightly, or make the commodity quests a little more effective, or provide another source).

Better, but requiring more changes: every weapon's commodities costs are reduced by 25%, then all weapons come out of the forge with the lowest values. That way, forgers can make bad weapons cheap (e.g., for novices), and good weapons still cost the same. The process of adjusting the comms on all existing designs would be tricky, though, and the regular/masterweapon divide we already have can accomplish this.

The problem I see is with logistics, which will be hard to explain. For example: how does adding weight to a weapon by folding another bar of platinum into it increase the speed?
Daganev2009-02-18 18:48:05
QUOTE (Isuka @ Feb 18 2009, 10:43 AM) <{POST_SNAPBACK}>
The problem I see is with logistics, which will be hard to explain. For example: how does adding weight to a weapon by folding another bar of platinum into it increase the speed?


magic!
Gwylifar2009-02-18 18:57:46
QUOTE (Isuka @ Feb 18 2009, 01:43 PM) <{POST_SNAPBACK}>
The problem I see is with logistics, which will be hard to explain. For example: how does adding weight to a weapon by folding another bar of platinum into it increase the speed?

It's just like tempering. You aren't increasing the weight, you're reforging it in a way that causes more slag and waste to be thrown away in the process.

With a stroke of your hammer, you reshape a furrikin moonstone scimitar, replacing some of the back with a harder steel to add heft and damage.
With a stroke of your hammer, you reshape a furrikin moonstone scimitar, replacing some of the tang with springier silver to speed the weapon's recoil.
With a stroke of your hammer, you reshape a furrikin moonstone scimitar, replacing some of the edge with a sharper platinum to hone the blade.

Stuff like that.
Isuka2009-02-18 19:11:32
QUOTE (Gwylifar @ Feb 18 2009, 10:57 AM) <{POST_SNAPBACK}>
It's just like tempering. You aren't increasing the weight, you're reforging it in a way that causes more slag and waste to be thrown away in the process.

With a stroke of your hammer, you reshape a furrikin moonstone scimitar, replacing some of the back with a harder steel to add heft and damage.
With a stroke of your hammer, you reshape a furrikin moonstone scimitar, replacing some of the tang with springier silver to speed the weapon's recoil.
With a stroke of your hammer, you reshape a furrikin moonstone scimitar, replacing some of the edge with a sharper platinum to hone the blade.

Stuff like that.


That's not a bad idea. Maybe instead of a set metal for a stat, though, you have to increase the comms used from the design.

Real life Japanese forging used a technique of folding steel. That is, they got it hot enough to maliable, then hammered it down fairly flat, used a wedge to insert a gap in the middle, turned it over and folded it back across that gap. Then, repeated the process hundreds of times. Every time they folded the steel they compressed it, which forced out impurities, resulting in very pure steel. Maybe this concept can be used with your idea. The process for forging a weapon would have more time spent in purifying the metals (which would require more or less comms based on the stats you're looking for) and less time constructing the blade.
Gwylifar2009-02-18 20:03:13
Increasing the comms in the design, though, has three problems. First, all the scores of existing designs are suddenly identical and all but worthless. Second, people can tell by looking at you what your weapon's stats are. Third, people will pad out the better weapons with gems or leather or salt; by using comms which are inescapably expensive and inescapably appropriate, I'm forcing good weapons to have a real cost. (It occurred to me after posting that we could do like how tailor and jeweler repair skills work, just use gold pieces, to avoid rebalancing the commodity market. Makes no sense, but then it doesn't when tailors and jewelers do it either.)

Or if you meant, determine which comms from the design would be the ones, I don't know how code could pick the most appropriate ones, and there's still the risk they'll be something cheap.
Isuka2009-02-18 20:25:13
QUOTE (Gwylifar @ Feb 18 2009, 12:03 PM) <{POST_SNAPBACK}>
Increasing the comms in the design, though, has three problems. First, all the scores of existing designs are suddenly identical and all but worthless. Second, people can tell by looking at you what your weapon's stats are. Third, people will pad out the better weapons with gems or leather or salt; by using comms which are inescapably expensive and inescapably appropriate, I'm forcing good weapons to have a real cost. (It occurred to me after posting that we could do like how tailor and jeweler repair skills work, just use gold pieces, to avoid rebalancing the commodity market. Makes no sense, but then it doesn't when tailors and jewelers do it either.)

Or if you meant, determine which comms from the design would be the ones, I don't know how code could pick the most appropriate ones, and there's still the risk they'll be something cheap.

It would only be the metal comms in the design, not the designer comms like silk or gems. If the design is steel 50 silver 70 silk 5 sapphire 3, you would have to increase the steel and silver, because the purification would occur before the actual detailing of the blade.
Tervic2009-02-18 20:34:52
There actually is a way to get the perfect weapon (albeit temporarially): Get smacked in the face by Terentia. Occasionally She'll feel sorry for you and let you play around with the magical weapons of doom.

NOTE: This is not the advised fix to forging.
Rodngar2009-02-19 02:53:06
I've begun the process of making my fullplate to turn in to masterarmour (I finished my other hammer at about 6 AM EST today, so I have finished the process of making weapons - they both turned out very nicely)..

All I can say is I'm thankful forging armor is faster than forging weapons.
Abethor2009-02-19 03:48:43
QUOTE (Rodngar @ Feb 18 2009, 08:53 PM) <{POST_SNAPBACK}>
I've begun the process of making my fullplate to turn in to masterarmour (I finished my other hammer at about 6 AM EST today, so I have finished the process of making weapons - they both turned out very nicely)..

All I can say is I'm thankful forging armor is faster than forging weapons.

Knock on wood.
Rodngar2009-02-19 06:52:28
I came out with 89/87, which for now will be good enough. I'll masterarmour a 90/90, but that doesn't mean I can't mock up a decent set for now.
Isuka2009-02-19 08:40:16
QUOTE (Rodngar @ Feb 18 2009, 10:52 PM) <{POST_SNAPBACK}>
I came out with 89/87, which for now will be good enough. I'll masterarmour a 90/90, but that doesn't mean I can't mock up a decent set for now.

I'm still forging that first nekai...
Gwylifar2009-02-19 14:41:54
QUOTE (Isuka @ Feb 18 2009, 03:25 PM) <{POST_SNAPBACK}>
It would only be the metal comms in the design, not the designer comms like silk or gems. If the design is steel 50 silver 70 silk 5 sapphire 3, you would have to increase the steel and silver, because the purification would occur before the actual detailing of the blade.

But how does the software figure that out? Not all designs will even have three distinct metals in them. You either have to have someone go back and add to every design three fields for which metal to use, or come up with some algorithm to calculate it, either of which makes this process inordinately hard for a marginal gain. Just using fixed metals is a thousand times more implementable.
Abethor2009-02-19 15:19:51
QUOTE (Gwylifar @ Feb 19 2009, 08:41 AM) <{POST_SNAPBACK}>
But how does the software figure that out? Not all designs will even have three distinct metals in them. You either have to have someone go back and add to every design three fields for which metal to use, or come up with some algorithm to calculate it, either of which makes this process inordinately hard for a marginal gain. Just using fixed metals is a thousand times more implementable.

The only problem with that is with non-metal designs. Obviously nobody is going to be reforging a non-all-metal design, but why would the choice of materials affect the skill of the Forger? Who's to say that they couldn't enhance a wooden katana? Thus the problem with having three fixed metals.
Gwylifar2009-02-19 15:33:33
Actually I was thinking three fixed metals per type of weapon, which could vary from weapon to weapon. So for scimitars it's steel/silver/platinum, but for tahtos maybe it's wood/iron/gems or something. However, that won't answer the wooden katana objection.

Still, even if it was always steel/silver/platinum that would be a jillion times less arbitrary than a lot of similar things (like that tailors make clothing patches out of gold pieces) to which no one objects. So I think the three fixed metals approach is probably better as it makes balancing the commodity market more feasible.
Abethor2009-02-19 15:52:52
QUOTE (Gwylifar @ Feb 19 2009, 09:33 AM) <{POST_SNAPBACK}>
Actually I was thinking three fixed metals per type of weapon, which could vary from weapon to weapon. So for scimitars it's steel/silver/platinum, but for tahtos maybe it's wood/iron/gems or something. However, that won't answer the wooden katana objection.

Still, even if it was always steel/silver/platinum that would be a jillion times less arbitrary than a lot of similar things (like that tailors make clothing patches out of gold pieces) to which no one objects. So I think the three fixed metals approach is probably better as it makes balancing the commodity market more feasible.

I think with that one it's just emphasized that the Tailors are making such a rich quality of clothing.

/sarcasm
Isuka2009-02-19 16:16:37
QUOTE (Gwylifar @ Feb 19 2009, 06:41 AM) <{POST_SNAPBACK}>
But how does the software figure that out? Not all designs will even have three distinct metals in them. You either have to have someone go back and add to every design three fields for which metal to use, or come up with some algorithm to calculate it, either of which makes this process inordinately hard for a marginal gain. Just using fixed metals is a thousand times more implementable.

I don't think it should be that hard. I'm sure that rapture already has the ability to distinguish between metal comms and non-metal comms, so running a little script on them to pull out what metals you need to add should be easy, and you wouldn't need three different metals. You'd just need to increase everything overall and specify what you're purifying for: speed, damage or precision.
Abethor2009-02-19 16:36:32
QUOTE (Isuka @ Feb 19 2009, 10:16 AM) <{POST_SNAPBACK}>
I don't think it should be that hard. I'm sure that rapture already has the ability to distinguish between metal comms and non-metal comms, so running a little script on them to pull out what metals you need to add should be easy, and you wouldn't need three different metals. You'd just need to increase everything overall and specify what you're purifying for: speed, damage or precision.

I think increased comms is a great idea, and skip out on the different metals. It would take some time to sort all that out. For increased comms, I can see it being justified by saying that you're putting in more material since you're being so precise and shaving off miniscule portions of the weapon at a time. But nobody's perfect so you have to add more metals to fix up the tiny mistakes being made, and to fill in the irregularities of the metal.
Gwylifar2009-02-19 18:33:05
QUOTE (Isuka @ Feb 19 2009, 11:16 AM) <{POST_SNAPBACK}>
I don't think it should be that hard. I'm sure that rapture already has the ability to distinguish between metal comms and non-metal comms, so running a little script on them to pull out what metals you need to add should be easy, and you wouldn't need three different metals. You'd just need to increase everything overall and specify what you're purifying for: speed, damage or precision.

I like the three different metals approach better for various reasons: it seems more interesting, and it would be easier to keep this from screwing up the commodity market if we distribute the impact on several metals we pick instead of depending on the designs. And I don't see the benefit of what you're suggesting as an alternative really. But at least what you propose now is workable, as I understand it. Whatever metal is the most used in the design is the one you'd use (as a corollary, if there's no metal in the design, you can't refine it) for all three refinements. It's workable and implementable.
Abethor2009-02-19 21:02:11
QUOTE (Gwylifar @ Feb 19 2009, 12:33 PM) <{POST_SNAPBACK}>
I like the three different metals approach better for various reasons: it seems more interesting, and it would be easier to keep this from screwing up the commodity market if we distribute the impact on several metals we pick instead of depending on the designs. And I don't see the benefit of what you're suggesting as an alternative really. But at least what you propose now is workable, as I understand it. Whatever metal is the most used in the design is the one you'd use (as a corollary, if there's no metal in the design, you can't refine it) for all three refinements. It's workable and implementable.

I don't that would be a very good idea. Sure, MOST people aren't going to go and reforge many times for a non-all-metal design, but in theory a gifted Smith would be able to refine those weapons as well.
Rodngar2009-02-19 21:28:13
Mechanics > Roleplay.

If fixing forging in some fashion like this would relieve the misery that Forgers have, then you can forsake minor roleplay details like that to implement the system.