[Suggestion] Upgrade the skills of gathering


  • Hello everyone, sorry for my bad english but i need to expose to you my ideas on this game to upgrade the skills of gathering like Logging, Digging, Mining and hunting because it's too useless at the moment.

    The objective it's to make gathering skill more usefull and put the gain without them useless (like harvest vegetables or hunting will be more hard without speciality)

    Why we cant put another passives skills on them :

    Logging :

    1 - first branch :

    • Reduce cost calories with axe (5 level) : 20%, 35%, 50%, 65,% 80%
    • Cut better the tree (5 level) : gain +5 more log when cute a tree (max +25 log per tree)
    • Logging better (5 level) : cut better the log, log gain +10% quality per level of the wood (at level 0 it's 50% quality)
      for better furniture with more point we can need quality max with the resources

    2 - Second branch :

    • Reduce durability of the axe used (5 level) : 20%, 35%, 50%, 65,% 80%
    • Gatherind tree seed (5 level) : +1 tree seed per level (at level 0 = 0 seed when harvest tree)
    • Gathering fruits on tree (5 level) : +2 fruits per level (at level 0 = 1 fruit when harvest tree but the tree don't loose the leaves)

    Digging :

    1 - first branch :

    • Reduce cost calories with shovel (5 level) : 20%, 35%, 50%, 65,% 80%
    • Gain slots on our shovel for dirt (5 level) : +1 slot of dirt per level on the shovel (max 6 block of dirt without blocking to dig)
    • Gathering on dirt (5 level) : gain farm's seed, forest seed and another item into the dirt when dig grass (+0,5% luck to gain and +1 item per level)

    2 - Second branch :

    • Reduce durability of the shovel used (5 level) : 20%, 35%, 50%, 65,% 80%
    • Gain slots on our shovel for sand (5 level) : +1 slot of sand per level on the shovel (max 6 block of dirt without blocking to dig)
    • Gathering on sand (5 level) : gain desert seed, sea product and another item into the sand when dig sand (+0,5% luck to gain and +1 item per level)

    Mining :

    1 - First branch :

    • Reduce cost calories with pickaxe (5 level) : 20%, 35%, 50%, 65,% 80%
    • Gathering more stone (5 level) : +1 stone per level on block of stone (at level 0 = 2 stones on 1 block of stone)
    • Gathering more iron (5 level) : +1 iron per level on block of iron (at level 0 = 2 iron on 1 block of iron)

    2 - Second branch :

    • Reduce durability of the pickaxe used (5 level) : 20%, 35%, 50%, 65,% 80%
    • Gathering more copper (5 level) : +1 copper per level on block of copper (at level 0 = 2 copper on 1 block of copper)
    • Gathering more gold (5 level) : +1 gold per level on block of gold (at level 0 = 2 gold on 1 block of gold)

    Hunting :

    Create another tool to hunt :

    • Dagger to kill on contact
    • Javelyne to kill with more efficiency but it's more cost to build than arrow

    Add one gameplay on large prey : when they hurt the player they take more calories to him.
    Elk : -50 calories per hurt
    bison : -150 calories per hurt

    Add armor on large prey : Elk (-20% damage) and bison (-50% damage)

    1 - First branch :

    • Reduce cost calories with bow, dagger and javelin (5 level) : 20%, 35%, 50%, 65,% 80%
    • Hunter's strengh (15 level) : gain +20% of the damage on the arrow, javelin and dagguer on prey (1, 1, 2, 2, 2, 3, 3, 3, 4, 4 points) and gain +50% per level at 11th level (5, 10, 15, 30, 50 points)
    • Hunter's recycling (5 level) : Gain 10% luck per level to dont use arrow or javelin on use

    2 - Second branch :

    • Reduce durability of the bow and dagguer used (5 level) : 20%, 35%, 50%, 65,% 80%
    • Hunter precision (5 level) : augment the area of hit box on arrow of 5% per level and on javelyn of 10% per level
    • Sniper (5 level) : augment the quality of carcass +15% per level (at level 0 = 25% on carcass and put a malus on cook or butchering, bison at 25% quality = 20 charred meat and bison 100% = 80 charred meat)

    Gathering farmer :

    1 - First branch :

    • Reduce cost calories with scythe (5 level) : 20%, 35%, 50%, 65,% 80%
    • Vegetable's seeds (5 level) : +1 seed of vegetable per level (at level 0 = 0 seed) (beets, corn, wheat)
    • More vegetables (5 level) : +2 (corn, beets, salal) per level and +3 (beans, wheat) (at level 0 = 2 corn)

    2 - Second branch :

    • Reduce durability of the scythe used (5 level) : 20%, 35%, 50%, 65,% 80%
    • Ground fruit's seeds (5 level) : +1 seed of ground fruit per level (at level 0 = 0 seed) (tomatoes, huckberries, pricky pear)
    • More ground fruits (5 level) : +1 tomatoes, +2 (pricky pear, fern) and +3 huckberries per level

    Farmer seeding :

    1 - First branch :

    • Recipe of seed (4 level)
    • Efficiency : Reduce cost of seeding (5 level) : 20%, 35%, 50%, 65,% 80%
    • Speed : Reduce duration of seeding (5 level) : 20%, 35%, 50%, 65,% 80%

    2 - Second branch :

    • Reduce cost calories with hoe (5 level) : 20%, 35%, 50%, 65,% 80%
    • Marshy's vegetable seeds (5 level) : +1 seed of marshy per level (at level 0 = 0 seed) (red mush, white mush, rice)
    • More marshy vegetables (5 level) : +1 (rice) per level and +3 (mushroom) (at level 0 = 1 mushroom)

    3 - Third branch :

    • Reduce durability of the hoe used (5 level) : 20%, 35%, 50%, 65,% 80%
    • Mountain herb's seeds (5 level) : +1 seed of mountain's herb per level (at level 0 = 0 seed) (fireweed shoot)
    • More Mountain herbs (5 level) : +1 (fireweed shoot, fiber) per level (at level 0 = 3 fireweed shoot)

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