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Tyrant
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Benevolent Despot

Post Posted: Mon Oct 07, 2013 4:39 pm      Reply with quote

Hats with logos on them.

like, a $color, $material $hat with a $color $logo/ganglogo design

example, a blood red, sturdy beret with a jet black clenched fist design

a hot pink, silky tophat with a electric blue encircled '9' design

a slate colored, soft bowler with a gold stylized 'NG' design

etc


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Matt
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Builder

Post Posted: Mon Oct 07, 2013 6:21 pm      Reply with quote

To make that happen we'd have to make it so either you -have- to have a logo on them or a whole new craft to make a logo hat. The second might be possible.

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Tyrant
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Benevolent Despot

Post Posted: Mon Oct 07, 2013 7:06 pm      Reply with quote

The second was what I was going for. We have shirts. We have shirts with logos. We have jackets. We have jackets with logos. etc etc. hats with logos.

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cruelcore
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Post Posted: Tue Oct 08, 2013 7:42 pm      Reply with quote

Idea: A coded whip category of weapons that primarily inflicts trauma damage rather than hp damage

intentionally weaker than long-blade and bludgeoning, but it's just that weapon that punishes people for picking willpower last at chargen


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Matt
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Builder

Post Posted: Tue Oct 08, 2013 8:06 pm      Reply with quote

Key word there is coded.

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Kelil
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Post Posted: Tue Oct 08, 2013 8:15 pm      Reply with quote

1. build ordinary-light-bludgeon makes the only weapon in the game with the haft color in the sdesc, and yet is the only weapon in he craft suit that doesn't allow you to change this color. One of two things would be nice: making the craft take an actual haft object, or adding a can of paint to the craft to allow for color changes.

2. build ordinary-greatsword produces a weapon with a random metalcolor blade; would be very nice if there were a craft that allowed you to replate it.

3. Would be super if there were an adroit-level mechanics craft that allowed finishing rigs to be produced, likely enough with a large assortment of rare parts, given the value.

4. Not exactly important, it would be lovely if there were a craft that allowed you to put casings into casing boxes one by one instead of ten by ten so you don't have to wait for them to accumulate to cut down on the spam.

I'm quite sure I'll think of more along down the road. Just some general suggestions. Big thanks to Matt for his work on the crafts and such!


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Nedinu
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Post Posted: Tue Oct 08, 2013 9:49 pm      Reply with quote

Should teaching be a legitimate skill along with the current requirements? I know this is more of a question than a suggestion, so it might need a thread of its own if enough talking comes of it.

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Kelil
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Post Posted: Tue Oct 08, 2013 11:27 pm      Reply with quote

Nedinu wrote:
Should teaching be a legitimate skill along with the current requirements? I know this is more of a question than a suggestion, so it might need a thread of its own if enough talking comes of it.


If it drew on a skill, I would think it'd be education. I've always considered education not so much how much or what you know, but a fundamental understanding of the learning process and how to apply it to different fields.

Having a separate skill for teaching seems a bit overkill, especially since most people aren't going to be doing enough teaching to merit it.


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Octavius
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Consultant

Post Posted: Thu Oct 10, 2013 8:30 am      Reply with quote

Kelil wrote:
1. build ordinary-light-bludgeon makes the only weapon in the game with the haft color in the sdesc, and yet is the only weapon in he craft suit that doesn't allow you to change this color. One of two things would be nice: making the craft take an actual haft object, or adding a can of paint to the craft to allow for color changes.


Making a haft, coloring the haft, then assembling. This is extra crafts (which I skipped as superfluous) which can easily be added.

Adding paint to the existing craft, in which case it can't be made without paint. That disadvantages some players, so I wouldn't recommend it.

Kelil wrote:
2. build ordinary-greatsword produces a weapon with a random metalcolor blade; would be very nice if there were a craft that allowed you to replate it.


This is likely a missing setting in the craft and easy fixed - it should pass the metalcolor forward (I think we have a default color on the metal bar object).

We were very cautious about not having crafts that make changes to finished weapon or armor items - putting them through a craft heals on damage on them for free. So, if there were an ability to update the item it would ideally be on the component before the weapon is assembled. (I think we did decide to make replating the exception, and that it consumes materials, requires skill, and gives echoes to account for the damage to the item being repaired.)

Kelil wrote:
3. Would be super if there were an adroit-level mechanics craft that allowed finishing rigs to be produced, likely enough with a large assortment of rare parts, given the value.


Not a small thing - requires staff oversight of the decision. Most of the high-value production items are staff-load to allow them to control where major manufacturing happens in game. Making them creatable allows uncontrolled proliferation.

Kelil wrote:
Nedinu wrote:
Should teaching be a legitimate skill along with the current requirements? I know this is more of a question than a suggestion, so it might need a thread of its own if enough talking comes of it.


If it drew on a skill, I would think it'd be education. I've always considered education not so much how much or what you know, but a fundamental understanding of the learning process and how to apply it to different fields.

Having a separate skill for teaching seems a bit overkill, especially since most people aren't going to be doing enough teaching to merit it.


Education has represented literacy as well as book-learning. I don't know that I agree with a correlation with "it is how to learn" directly. It does have a coded impact on the use of educated skills, like Chemistry, Biology, and Medicine (it helps mitigate critical failures).

The TEACH command should work, and was made easier to use in the ARPI code than its progenitors. It is assumed that everyone with the requisite level of any skill has the knowledge needed to teach about it. Roleplaying lessons and using the teach command after each lesson should be part of this RPI for any skill.


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cruelcore
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Post Posted: Thu Oct 10, 2013 10:54 am      Reply with quote

this probably isn't an urgent thing but

i think it'd be cool if we had a emote/all command that can be seen by every one (including unconscious people)


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Featured artwork used on Parallel RPI given permission for use by original artists macrebisz and merl1ncz.