I'm running in to a bit of power creep in my game from all the various mods I'm using, and while I strive to play as close to vanilla balance as possible sometimes adding more negatives can help balance things out. I was thinking about adding more negative effects to the infusion list, however before I got started editing the XML files I realized that skilled crafters would end up with a higher chance to create 'bad infusions' because the mod does not distinguish between 'good' and 'bad' infusions. Would it be possible to add a list of 'negative' infusions that are more likely to appear when a weapon/apparel is made by a low skill crafter? I understand the existing quality system kind of covers this already, however with the recent change of HP having no effect on ranged weapons effectiveness, I thought this would be a good way to have more 'low quality' weapons appear in the game. Think of it like 'cursed' items in a lot of RPG's.
I understand a lot of folks would balk at the idea of introducing the possibility of finding even crappier weapons, however everyone enjoys the game differently and I thought I'd bring this up to see how feasible it could be. Ideally it would be an option setting that could be enabled.
Thanks!
EDIT: Here's a different approach to the idea I just thought of that could achieve what I'm imagining- Have the effect of the infusion scale with the weapon quality, including going negative. To keep things simple it might be best to set a flat chance for an item to be infused (rather than the chance increasing based on the quality of the item), since the quality of the item already impacts its strength in vanilla by quite a bit. Also, if the effect became negative due to the weapon quality, the infusion name could be changed to match. Light<>Heavy, Long<>Short, Careful<>Imprecise, Clean<>Dirty etc.
Weapon infusion quality based on weapon quality table:
Example of Bolt-action rifle with the 'CarefulRange' (uncommon ranged) infusion (normally +3% accuracy):
I understand a lot of folks would balk at the idea of introducing the possibility of finding even crappier weapons, however everyone enjoys the game differently and I thought I'd bring this up to see how feasible it could be. Ideally it would be an option setting that could be enabled.
Thanks!
EDIT: Here's a different approach to the idea I just thought of that could achieve what I'm imagining- Have the effect of the infusion scale with the weapon quality, including going negative. To keep things simple it might be best to set a flat chance for an item to be infused (rather than the chance increasing based on the quality of the item), since the quality of the item already impacts its strength in vanilla by quite a bit. Also, if the effect became negative due to the weapon quality, the infusion name could be changed to match. Light<>Heavy, Long<>Short, Careful<>Imprecise, Clean<>Dirty etc.
Weapon infusion quality based on weapon quality table:
Code Select
Awful: -100% infusion effect
Poor: -50% infusion effect
Normal: 50% infusion effect
Good: 100% infusion effect
Excellent: 150% infusion effect
Masterwork: 200% infusion effect
Legendary: 300% infusion effect
Example of Bolt-action rifle with the 'CarefulRange' (uncommon ranged) infusion (normally +3% accuracy):
Code Select
Awful: -3% accuracy penalty
Poor: -1.5% accuracy penalty
Normal: 1.5% accuracy bonus
Good: 3% accuracy bonus
Excellent: 4.5% accuracy bonus
Masterwork: 6% accuracy bonus
Legendary: 12% accuracy bonus