Stonecrafting
Stonecrafting
I've used woodcrafting to make a nice flatbow, now I want to make myself an axe and a hammer. The trick is that I'd prefer not to involve metal, preferring to instead go more all-natural, avoiding the industrial smelting and forging processes. I was wondering if there would be the possibility for stonecrafting, where we could make stone weapon components. Flint and obsidian are some historical examples.
I've seen obsidian-headed spears in the game, but I don't know if they're inferior in any way to ones with metal heads. If we wanted to keep things realistic, these stone weapons could do less damage as they wear down, and break after so many uses. I would actually enjoy crafting myself a new tool when the old one is too worn out.
An obsidian or flint axe would be excellent against bare skin and decent against leather armors, but the edge would be pretty useless against armor of harder materials, I think, though the sheer force of impact should still deliver some damage, but at huge expense to the edge of the weapon. Thankfully the hafted weapons skill is diverse in its weapons array, so I could carry around a good old-fashioned stone hammer for enemies in heavier armor, and save the wicked sharp obsidian axe for enemies in lighter armor or without armor.
Along with weapons, it'd be nice to be able to carve some trinkets and tools as well, like you can with woodcrafting.
I've seen obsidian-headed spears in the game, but I don't know if they're inferior in any way to ones with metal heads. If we wanted to keep things realistic, these stone weapons could do less damage as they wear down, and break after so many uses. I would actually enjoy crafting myself a new tool when the old one is too worn out.
An obsidian or flint axe would be excellent against bare skin and decent against leather armors, but the edge would be pretty useless against armor of harder materials, I think, though the sheer force of impact should still deliver some damage, but at huge expense to the edge of the weapon. Thankfully the hafted weapons skill is diverse in its weapons array, so I could carry around a good old-fashioned stone hammer for enemies in heavier armor, and save the wicked sharp obsidian axe for enemies in lighter armor or without armor.
Along with weapons, it'd be nice to be able to carve some trinkets and tools as well, like you can with woodcrafting.
Last edited by Skjotur on Wed Feb 29, 2012 11:06 pm, edited 1 time in total.
Whenever the pressure of our complex city life thins my blood and numbs my brain, I seek relief in the trail; and when I hear the coyote wailing to the yellow dawn, my cares fall from me - I am happy.
-Hamlin Garland
-Hamlin Garland
It is definitely something to consider. I'll talk with Rias about it and see.
You are listing a lot of different components in this idea.
- New materials (Obsidian was almost added to mining, but I left it out.)
- A way to gather those materials (Quarrying)
- A new crafting style/skill
- Updates to all weapon for damage and repair (Already on the distant to-do list for the future, just a lower priority)
Certainly possible, so we'll see, I'll add it to my crafting ideas to go over.
You are listing a lot of different components in this idea.
- New materials (Obsidian was almost added to mining, but I left it out.)
- A way to gather those materials (Quarrying)
- A new crafting style/skill
- Updates to all weapon for damage and repair (Already on the distant to-do list for the future, just a lower priority)
Certainly possible, so we'll see, I'll add it to my crafting ideas to go over.
No longer GMing for CLOK.
Now that we have skinning, I do want to create a process of creating leather, and a leather working skill which allows people to make armor and possibly some clothing(boots, tunics, gloves)
Thicker armors like Brigandine would take twice as much leather, and the studded leather types would require a bit of blacksmithery added in(spikes from blacksmithing)
I'll see...
I'm currently doing some research on leather tanning and its process. I want it to be realistic, but not painfully annoying in game. Actually tannning leather takes days and days.
Thicker armors like Brigandine would take twice as much leather, and the studded leather types would require a bit of blacksmithery added in(spikes from blacksmithing)
I'll see...
I'm currently doing some research on leather tanning and its process. I want it to be realistic, but not painfully annoying in game. Actually tannning leather takes days and days.
No longer GMing for CLOK.
And glasswork to gain the ability to make stained glass to upgrade homes with artistic additions?
Last edited by Isiaa on Fri Mar 02, 2012 10:48 am, edited 1 time in total.
Yeah, the fun thing (or troublesome depending on how you look at it) about crafting skills is they all build on eachother.
We couldn't release blacksmithing without mining and smelting being worked out completely, for example.
This is my long list of "to design and code" stuff that I'll work on as time goes on:
You can kind of see the skills that build off of eachother here.
- Skinning (Coded/Released by Rias)
- Leather creation (Released)
- Leather working (Clothing/containers/armor creation)
- Quarrying? (Right now we're planning to simply add flint/obsidian to mining.)
- Stoneworking/Masonry
- Weapon crafting - (More natural process and seperate from blacksmithing. using both woodworking and stoneworking)
- Logging - (Complete)
- Sawmill - (Complete)
- Plank cutting
- Carpentry/Architecture
Mining(Released)
Smelting(Released)
Blacksmithing(Released)
Lapidary(Released)
- Jewelry crafting (Uses products of lapidary and blacksmithing)
- Mid range Armor creation (Brigandine, scaled leather, scaled metal, chain armor etc.)
Rithiel's realm:
Woodcarving(released)
Fletching(released)
Foraging(released)
Alchemy
So, if you see things you'd like to suggest, or add to this list, feel free. I've been a lot busier with work lately than I normally am, so it may taking longer than in the past to get some of these systems rolled out.
We couldn't release blacksmithing without mining and smelting being worked out completely, for example.
This is my long list of "to design and code" stuff that I'll work on as time goes on:
You can kind of see the skills that build off of eachother here.
- Skinning (Coded/Released by Rias)
- Leather creation (Released)
- Leather working (Clothing/containers/armor creation)
- Quarrying? (Right now we're planning to simply add flint/obsidian to mining.)
- Stoneworking/Masonry
- Weapon crafting - (More natural process and seperate from blacksmithing. using both woodworking and stoneworking)
- Logging - (Complete)
- Sawmill - (Complete)
- Plank cutting
- Carpentry/Architecture
Mining(Released)
Smelting(Released)
Blacksmithing(Released)
Lapidary(Released)
- Jewelry crafting (Uses products of lapidary and blacksmithing)
- Mid range Armor creation (Brigandine, scaled leather, scaled metal, chain armor etc.)
Rithiel's realm:
Woodcarving(released)
Fletching(released)
Foraging(released)
Alchemy
So, if you see things you'd like to suggest, or add to this list, feel free. I've been a lot busier with work lately than I normally am, so it may taking longer than in the past to get some of these systems rolled out.
Last edited by Landion on Wed Mar 14, 2012 9:12 am, edited 1 time in total.
No longer GMing for CLOK.