killfixx

Prybar forging please! (or forge aided prybar repair)

29 posts in this topic

On ‎2‎/‎28‎/‎2017 at 10:39 PM, cekivi said:

I have no idea what 0F is but I know it's not -20C

It's pretty close: -18C

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Wait... for 0F is -18C and -40F is -40C...? Imperial units make no sense :P

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Unlike some of the tools in the game the prybar wearing out is not completely beyond the realm of possibility. Prybars can be abused and broken much easier than a Gordan FreemanTM brand Crowbar. Those things are nigh indestructible!

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Posted (edited)

Not far from all those ideas, why not make tools have a starting condition that never drops (or by some accident, like a botched use that would deteriorate it) but link the condition to its effectiveness. For a math example, we could say that opening a trunk takes 1 hour + a variable 2 hours and those 2 hours would be for 0% with the maximum of 0h for 100% (simply take the inverted percentage to calculate). Now, finding a 20% crowbar is still good, but finding a 45% later on and you would be quite pleased. The better the quality, the rarer it would be to find. For blades, in addition to the fixed condition you could have a effectiveness rating that would be on % also, 100% of effectiveness on a 25% knife would apply it's full condition to the task as for a 50% effectiveness of a 50% condition knife would apply a 25% condition for the task. That effectiveness would have to be restored with a whetstone. You could trigger a loss of condition for any tools with improper use (your own condition or tiredness, poor skill, etc) as a botched result. Repairing a took (or in fact, improving it) would probably be impossible, or quite long time with a forge AND a lot of skill (and probably obtaining 1% after 1% for sometimes like it"s nearly the case with the "sharpening" skill. What would you think about that?

Edited by Bidule
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