Board Thread:Suggestions/@comment-24108228-20150713212113

Basically, I'm just reviving an old suggestion, here's the original post: Collapsed= This post is quite long, so I've shoved it in a tabber box to keep the length of my post down. Expanded= InfiniteBread wrote: As you can tell, it is skills that gives skills. Now to explain in depth.

Disclaimer=May be OP

As you know, leveling up skills just unlock recipes, and have no point. The only skill you can actualy have is the chemistry at 10, detecting poisoned items. But what if there is more added skills?

Lets say you are the guy who swims a lot, and have a swimming skill of over 9456853885634753476(do not care about numbers) He can literally swim nearly forever, but it still takes a long time to get to places. What if you can swim faster with a higher skill(unless this was added already) so the guy can get to places via his OP level. Now to explain in some more depth.

The higher skill level, it may give bonuses when doing certain stuff, at a very high level, like 10+ it may reduce items needed by 1/4 or 1/2. Now to explain what the skill will be for the certain skill. (I did not copy this from the skills page)

(all skill will have an 1/4(maybe less) item requirement reduction at some point)

Foraging: Possible 2x gain from foraging

Swimming: Faster when swimming

Carpentry: Chance of fire resistant wood(low chance)

Smithing: More damaging weapons

Masonry: Stronger stone structure

Shipbuilding: May produce faster ships

Architecture: May produce stronger buildings

Crafting: Bigger reduction in making items

Engineering: Produce better(faster) carts/catapults[catapult may have better aim]

Chemistry: Tells portions that can be given after eating(does not tell poison)

Cooking: Less chance of buring item.

Farming: Possible chance for more crops

Fishing: Higher chance for better fish

Notice:If something needs multiple skills, but one does not fit requirement, the normal recipe is needed to make item.

More ideas will come, till then!

(Might be AFK in the following week) Since it's not written particularly well, a lot of the post being outdated or vague, I've redone it in this post.

Skill Perks
For a lack of a better name, this suggestion is "Skill Perks". The idea is that once you level a skill to an extremely high point, you get a "perk", similar to that of poison detection from level 10 chemistry, but there's one for all skills. It's somewhat easier to show you:

Foraging: Levelling this skill to 100 grants you a 1/3 chance to instantly forage an item. Swimming: Levelling this skill to 50 grants you a much faster swim-speed, now allowing you to move at the same pace as a sailboat. Carpentry: At level 8, wooden buildings you own will burn at half the normal pace. Smithing: At level 10 smithing, bluesteel can be made using one less of the second ingredient. Masonry: At level 10 masonry, stone tools have their statistics tripled, and weapons have their damage doubled (arrows are exempt from this). Shipbuilding: At level 10, boats are built pre-fireproofed. Architecture: At level 10, buildings are also pre-fireproofed on placement. Crafting: At level 7 crafting, you can create hemp with only one set of small leaves. Engineering: At level 5, quarries have their reload time halved. Chemistry: Keeps it's old ability. Cooking: At level 10, wetting dough does not consume water in your container (albeit it still requires there to be water in the first place). Farming: At level 15, sickles have a 50% chance to instantly harvest the crop. Fishing: Once you reach level 10, if you're using a long rod, the lower tier fish do not appear, which means the better fish appear more often.

That's basically it. Thoughts and ideas for improvement are appreciated. 