The wonders of prescription based pain relief medication cannot be denied.
Ok. You base the profession on a slight amonut of skilll and balancing. Design knowledge, resource management, and active gameplay ability. This will make the profession an economic entity and provide a path for income. Provide an element of resource gathering and there will be a split between value on materials and laborers. Players that dont have the skills or the professeion will look to the carpenters to provide housing or guild halls or whatever they desire. There are also many options to deepen this skill.
I must admit I was hoping for more as I do think you have a reasonable basis for an idea. For example do you perceive the carpenter as being very much hands on and building a "house" plank by plank or more in stepped-back role as a supervisor of labourers who do the actual work or even alternatively utilising a seed (or similar device) to literally grow/magic the house into place. The design work and materials having been fed earlier into the creation of the "seed".
When it comes to design are you thinking in terms of something like a Sim's builder or another alternative such as a locked set of designs. How would you communicate ideas, pictures with prospective clients (other players), possibly the use of holographic displays or something else? I guess what I am saying is don't limit yourself into just thinking about the generics of such a profession. How would you want to play this profession if it was you? What would make it exciting for you?
[quote name='Stormynature' timestamp='1334011625' post='4929692']
Breed existing pairs of same creatures to continue the same breed.
This is a bit of a tangent back to the OP, but I thought I'd chuck it in to provoke some thought.
I used to toy with the idea of having monsters/ animals in an MMO that would operate their own little ecosystem. If two were in close proximity for long enough, they would reproduce. Creatures who did this would naturally form large clumps, so animals with a slow reproduction (i.e. longer time needed in close proximity needed for a reproduction) would tend to form herds, but faster reproducing animals would form swarms, probably being considered vermin in the process. You could have a lot of fun building clever algorithms to monitor their numbers, and to control lone nomad Vs. pack behaviour for different species.
The point is that some, if not all of the animals, depending on your design intentions, could have the possibility for cross breeding. It would probably foster emergent gameplay to an extent, because the animals behaviour and numbers, and in turn breeding habits would be unpredictably determined by how players treated, hunted and farmed them,
Also, a dangerous insect crossed with a beast of burden would make a giant stinging thing. A giant stinging thing crossed with a fast breeding animal, a rabbit maybe, would result in a plague of giant stinging things. Sounds like a damn fun game to me.
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You put me in mind of an old PC game which for the life of me I cannot remember the name of - basically the premise was a scifi ecological saving of the alien animals which included new breeds being created out of crossbreeding. This led to at time overpopulation, unruly behaviours and a variety of other things associated required to manage the game successfully.
I can see a number of logical premises that can be used as support for such an idea of crossbreeding working. I can also see an evolving set of changing quests spawning dependant on population levels, new dangers created etc. The nature of new beasts with new abilities and different attack forms would serve to ensure that you are not killing the same group of boars (South Park homage) over and over everytime you re-roll. I like it - how it would work in a game would be interesting to see - thank you.