- Feature Name: Rune mechanics (collab with Shinji) - Start Date: 2019-08-05 - RFC Number: - Tracking Issue: # Summary [summary]: #summary A system of upgrades that uses procedural generation to give an extra depth to the looting experience. # Motivation [motivation]: #motivation The idea is to give players a bit of extra costumization as well as base character progression. # Guide-level explanation [guide-level-explanation]: #guide-level-explanation -Runes are items that can be found trough the world as most gear (could require different steps to acquire). -Once obtained, runes can be learned (and likely consumed) giving the player a "enchantment" wich he can apply to any compatible equipment to increase his stats. -The "enchantment" only works on one weapon at the time, if the enchanted item leaves the character's possesion the spell vanishes and is refunded to the user, allowing it to be applied to a different piece of gear. -Every character has a menu of learnt runes, wich gives the feel of progression outside of simple gear. # Reference-level explanation [reference-level-explanation]: #reference-level-explanation -Runes are consumed upon learning and are stored in the character itself (no limit to amount of runes known), this gives the player an enchantment that can be applied to gear. -Enchantments give a single piece of gear a set of stat increases, this spends the enchantment. -Dropping, storing, trading or otherwise removing the gear from inventory removes the enchantment from it, causing it to be refunded to the caster of the enchantment and allowing to be applied on a different piece of gear. -Alternatively to the previous point, enchanted gear could become stuck to the player's inventory and require other methods to dispell the enchantment # Drawbacks [drawbacks]: #drawbacks -Runes could become overvalued in comparison to other items -Could lead to balancing issues -Bugs/exploits are likely (specially dupping ones) # Rationale and alternatives [alternatives]: #alternatives -In contrast to having only the usual gear system, this one gives a sense of progression and improvement, as well as "gear" that doesn't become obsolete when leveling up # Prior art [prior-art]: #prior-art -Trove uses a similar system for cosmetics, where gear can be turned into a cosmetic wich is then added to the character itself, then the player can choose to replace any weapon's appeareance with said cosmetic, in this case it would affect stats instead of being purely cosmetic. -Many MMORPGs use a "socket" system wich work similar to this, the difference is that instead of using gems to fill various slots, you get a re-usable gem and gear only has 1 slot. # Unresolved questions [unresolved]: #unresolved-questions -Balancing. -Capability of implementation. -Fine tuning the feature. -Look for a way to make this an important part of the lore.