Problem:You spend weeks building an army. You are finally done, strutting around like a prize dog with your shiny, triple loomed gear peen of internet glory. All is well in the lands of Calradia.
But then comes the first battle. Even though you might have won it, your items list is a mess of various layers of broken stuff after the fight. Your items look something like this:
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loginAnd for half your inventory the only option is to sell the broken stuff and find a place where you can buy it new again. Seriously, who does not hate that?
Question:Selling/scrapping stuff when it is broken is something you do in real life as well with, let's say your car, your computer or your relationship (if you ever had one), right? Basically all the valuable things in life, right? And thank god you do, the economy would be in much worse shape if you didn't.
"No!" you say? You say things can be fixed sometimes instead of being replaced? Hold on now, are we on to something here?
Solution:Implement a repair option for broken Strat stuff. Allow repairs of broken gear in
any fief up to the "normal" (+0) item state. Allow repairs to
higher item states (+1, +2, +3) in places where the appropriate points have been invested. Something like this:
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loginPrice the repairs according to the base item value divided by the maximum levels (8 levels; -4 to +3). Then multiply by the number of levels to be repaired to get to the normal state (+0). For example:
Mail Mittens - base price: 15 gold
Repair costs: 15 gold / 8 levels = 1.875 gold per level
Repair from -4 to normal (+0):
4 levels of repair --> 1.875 x 4 = 7.5 gold repair cost
Repair from -2 to normal (+0):
2 levels of repair --> 1.875 x 2 = 3.75 gold repair cost
The same works for fiefs with points invested:
Repair from -4 to +3:
8 levels of repair --> 1.875 x 8 = 15 gold repair cost
Additional advantages:- Encourages travel, since players with un-loomed gear can roam the lands and upgrade their gear at the appropriate fiefs
- Limits battles where some inventory items are initially not available (locked) because too many items appear, some of which is because different levels of items are in the inventory
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