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A suggestion on books, magazines and schematics


Kam R.

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1. Make crafting magazines like the books series, having numbered issues. They still need to be read in certain amounts to get unlocks, the issue numbers don't matter further than that you can only read each issue once to add unlock points.

 

2. Turn all readables from consumables into collectibles. Reading doesn't make the readable vanish, it just adds the skill/perk/recipe to your knowledge pool.

 

3. Add a separate inventory page, call it "binder", this has a larger number of slots, with no encumbrance calculation, where you can store and transport readables.

 

4. Add a base container (bookshelf, file cabinet) that you can auto dump readables into, sort by magazine/book type and read readables from directly to add to your skillset.

 

5. Add a "librarian" type trader that you can trade duplicate readables to for better prices than what regular traders would give. Have that trader only give quests with a selection of magazines and books as rewards and you can only pick one reward (2 with maxed adventurer). Have that trader have only books and magazines for sale. Greatly reduce mag bundle rewards at other traders.

 

 

 

No more books being eaten, or smoked, or used as toilet paper, or whatever happens to them now.

No more trouble sharing knowledge between group players, no more trouble needing the space to carry knowledge home to base.

No more forcing old established group player roles into activities they don't like (looting).

 

Also the fun of building a big collection over time, that could even be visually represented in that special bookshelf container. :]

 

 

Pimps: Come on, do it :]

Modders: If the pimps won't do it, how hard is it to do? :]

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