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Alpha

Found 2 results

  1. Idea: Rank system for items. - Ranks can be from 1 to 10 levels. - The higher the rank of the item, the more its effectiveness. - Higher rank item can be obtained by combining items of rank of the same level, or 1 item with a high rank level and 1 item with a lower rank. But the difference shouldn't be higher than 2-3 levels (between items). - Ranks 5 and higher mean that an item or building has a "special skill". For example, a metalworking plant may be very good at making base pipes, but it will make other items a little worse. Or, for example, an engine for a ship can consume less fuel, but it is more fragile. There can be many options. - The higher the rank level, the higher the probability of an unsuccessful combination. - Only the same items (by type) can be combined. - Yellow grades 1-3. Green ranks 4-6. Blue ranks 7-8. Purple grades 9-10. - The combination window can be opened through the assembler (it does all this. But smaller items can be combined through crafting). - The presence of a special item that can be inserted into the combination window, called "Combination Synchronizer" - helps to increase the likelihood good combo. - A new skill also helps to increase the likelihood of a successful combination. - The combination window displays a horizontal tree of item ranks, and characteristics that an item will receive at higher levels of rank. - In case of an unsuccessful combination, both items are removed from the inventory. - Thus, for example, you can get the same engine, but with a greater efficiency. Or a more efficient factory. - Perhaps, over time, an auction will be needed. players will be interested in obtaining rarer items (high rank) that are difficult to obtain.
  2. This post was exactly the same idea than here :
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