rkaney wrote:JeffGV wrote:Regarding crafting, i've got some ideas regarding trees and wood that could be used to deepen that branch of industry.
They could implement different types of wood, based on the tree it was cut from. Doing so, they may then do some other additions. For example, houses and furniture that heavily depend on wood could have an hue dependant to the type of wood used. According to the wood used, it would also be possible to have some bonuses in some regards. Some types are more tougher than others, for example, or better suited for different uses. For aesthetical purposes, the stalls could also sell some types of rare wood not usually found in america (ebony, for example).
In addition to this, trees could have different behaviours according to the biome (albeit something like a "climate" would be more appropriate, probably). Some could grow better in a biome, some worse, some maybe could not grow at all in some biomes. This would favor trading, in my opinion.
There is already a decay mechanic in place with stumps, why not add it to trees with a little randomness thrown in. Start with a chance for seedlings to sprout within a radius of mature trees. Mature trees have decay timer. Once they hit an event they are naturally felled. x amount of days they become hollow logs/ stumps. Then x amount of days they are gone. Would make the forests come alive and you already have some of the systems in place.
Also an axe made from oak will perform differntly then spruce. Maple, cherry, or mahogany would certainly be more desirable then pine for furniture. Sap or syrup could easily be added. This game has so much potential. We will see though if its realized or not.
Gosh that sounds great.