Some ideas:
- We'd like it to work with any skill.
- We're considering putting skillbooks in the game that unlock the level of research you can get to, for example: an apprentice manual on Footwork, a master manual on Haggle, etc.
- When the book is finished being "read" (eg, you've gotten the max pool off it), it's consumed.
- There's a value on the book that determines how much pool it actually contains. Like energy from food, there will be set building standards around how much silver it costs per pool amount.
- If researching without books in a library, there's a much smaller chance you'll pool, and instead of getting a specific skill desired, you will get a random selection of skills.
The mini-game:
Code: Select all
Syntax: research
research note <skill>
research guess <word>
research end
- When you begin researching, you flip through some pages and begin to take notes.
- On a chance related to your int (or luck if using a library), you may find "A <interesting> passage on <skill>." If you're using a skillbook, it will be based on the selected skill, otherwise it will be a random skill.
- If you see this message, you can type 'research note <skill>'
- At this stage, you get a five to ten character word that has been jumbled in three or four ways. Depending on your research skill, you have a set number of retries available. If you guess what the word is correctly before you run out of tries, then you pool and are put back to the cycle of finding passages.
- The various adjectives used to describe the passage also describe how difficult the word is.
- The word will be randomly taken from one of TI's help files in the IC information index.