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Invention Component Sink

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Deltaslug

Deltaslug

Posts: 32,700 Sapphire Posts by user Forum Profile RuneMetrics Profile
Odds are you've disassembled enough stuff to have thousands of a common component you're not using for anything. Spiked ... Magic ... Staff ... Metallic ... Organic ... etc

So why not have at the Invention Workbenches an option under Skilling for "Experimental [item]"?

Note: This wouldn't create an actual item ... it would be similar to Proteans.

Players would basically use a number of say Organic components to make an Experimental Food Dish via Invention + Cooking for Cooking XP or to make an Experimental Potion via Invention + Herblore for Herblore XP.

Or take your Staff + Spiked Components to make an Experimental Arrow for Fletching XP.

Or your Staff + Magic Components to make an Experimental Staff for Crafting XP.

Or your Metallic Components to make an Experimental Sword for Smithing XP.

The items would ... explode ... on you ... such is the risk sometimes of trying to invent new items.

Basically a way to consume components back into the skills you probably got them in the first place.

I don't know if this needs to be like an Invention Daily where you can make 1 of each Experimental Item where you dump like 2k Junk Components + 5k Organic Components for a 5K Herblore XP and some Invention XP, and can do 1 of each of the other experimental (sort of like the cap on divine locations)
Or if this is a low cost with no cap but also low XP ... like 250 components for a 100 XP item.

23-Feb-2022 02:15:30

Deltaslug

Deltaslug

Posts: 32,700 Sapphire Posts by user Forum Profile RuneMetrics Profile
Quick note on the question of "balancing"

Before devs get too concerned ... .remember that everything that went into all of these components required players to sacrifice other items.
In some cases ... A LOT of items ....

For starters, most items have a junk chance that typically decreases with the level of the item (ie:a Cooked Shrimp or Attack Potion has a higher junk chance than a Cooked Swordfish or a Super Attack Potion. Those have a higher junk change than an Overload or Cooked Sailfish)

Secondly, a bunch of items only disassembled into 1 component with variation between components.
A 1 dose potion can be a junk, delicate, crafted, organic, enhancing, or healthy component. And Delicate/Crafted/Organic are a higher chance than Enhancing or Healthy.
If you disassemble 100 doses of potions, you'll average out to 30-35 each of the common components and 1-3 each of the uncommon components.

So for players to have 10k of a given common component, you need to take into consideration just how many items (and value of those items) were sunk.


Thus, this is why say a 500 of a common part and a few hundred junk, why a 500 skill XP and 500 invention XP might not be entirely unbalanced.

29-Dec-2022 03:05:25

A  Cole
Nov Member 2003

A  Cole

Posts: 14,761 Opal Posts by user Forum Profile RuneMetrics Profile
I like this idea.

To simplify it, perhaps a single item should be made; Experimental Protean.

This can then be converted into standard protean items as usual, but with a 1:1 ratio. I know this then splits the link between the component type and product type, but it also means far fewer bank spaces will be taken up by new items.

As it's experimental, perhaps the number created per component is random, much alike the chances of getting the components via disassembly. For example, 3% chance per Common component, 15% chance per Uncommon component, 80% chance per Rare component - and these can increase as Invention level increases - much alike disassembly chance increases.

If it's done by bulk, then combining a single Rare component into many Uncommon components dramatically increases the odds of it being successful, and perhaps also increases the total yield.


~A~

29-Dec-2022 10:22:35

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