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Showing results for tags 'ranking'.
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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.