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User:Duiker/Idea for Tea System

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< User:Duiker
Revision as of 10:18, 21 January 2018 by Duiker (talk | contribs)
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Tea! I've been learning about tea lately and now I want a system!

Egyptians totally have tea!

The intent of the design is threefold:

  1. Make tea a mildly difficult thing to get perfect, but very forgiving to get good results,
  2. Encourage usage at a larger gathering,
  3. A useful effect that doesn't yet exist.

Basics

  1. Acquire seed from a university. There are 7 varieties of tea, oen for each stat.
    1. Each variety has its own planting requirements. Minimum elevation, proximity to water, etc.
    2. Crossbreeding can shift these properties, including affected stats.
  2. Maturation takes multiple real days, but the harvest window is proportionately large.
    1. What is harvested is a random number of Tea Flushes.
  3. Drying Process
    1. A new building should probably be created for this, to give finer control.
    2. Allow aeration to wilt; restrict aeration to oxidize. 0->100%
    3. (Timing should work out to allow 60% of both if you switch at the exact right time.)
    4. Dryness goes from 0->100% automatically.
    5. Result is "Tea Leaves" with a custom name.
  4. Preparation and Serving
    1. New building: Tea Ceremony Set. Basically a Ceremonial Tasting Table, except for Tea.
    2. A set has an inventory for tea leaves.
    3. A set can accept some obscene amount of water.
    4. The set is activated by a host. The option should be "Boil water".
    5. During this time, other players register by clicking on it and setting themselves as guests.
      1. A guest becomes unregistered if they move too far away.
    6. When the host is ready, there are two options:
      1. Rinse Tea, which removes 1 water per player.
      2. Infuse Tea, which removes 1 water per player and gives all guests a new option Drink Tea.
    7. This continues until the host Pours Out the tea, or there's not enough tea for every registered guest.

Effect

The effect of Tea is to remove negative stats. Drinking the correct tea can remove a minimum of -1 on one stat. The strength of the effect depends on two things: the quality of the tea (decided mainly by correctly pairing the drying process with the preparation, with a base set by the plant gene) and the number of guests. The duration of the effect depends on how many cups you have. (Multiple tea infusions should decrease quality.)

A Tea Tasting skill can be added for more Perception points, I guess. Tea Tasting should be like Gastronomy in that you can smell leaves and figure out their properties.

Tea Quality

Tea quality follows a bell-like curve. X-axis is either time or infusions. Y-axis is quality.

  • The more oxidized a tea is, the more rinses it needs in order to maximize the quality.
  • The more wilted a tea is, the faster the quality rises. (Or maybe the cursor of the X-axis moves further per infusion?)

Hm... I think that this part will need a whole bunch of tuning before I'm happy with it. Especially keeping in mind that 100% wilted/oxidated should be impossible.

Oxidization should probably translate the curve upwards, whereas wilting changes the slope?

Maybe also put a timer on how frequently you can drink?