Material Relevance and Recipe Structure¶
Problem to Solve¶
Most MMOs make older materials worthless because crafting is built as a straight tier ladder. Iron replaces copper, steel replaces iron, mythic ore replaces steel, and everything below the current band becomes trash.
This design should avoid that entirely.
Core Rule¶
Materials should be defined by role and property, not only by tier.
An advanced item is not made from one top-tier material. It is made from a combination of structural, binding, processing, and special materials.
Material Roles¶
Every recipe should pull from some mix of these roles:
core: the main body or substrateframe: handles, shafts, plates, supports, housingsbinding: thread, glue, resin, leather straps, rivetsfuel: charcoal, coal, peat, lamp oil, spirit fueltemper: salts, oils, brines, powders, quenching fluidsfinish: dyes, waxes, polishes, lacquers, wrappingscatalyst: alchemical or magical activatorslining: padding, cloth, fur, felt, insulationpackaging: vials, crates, barrels, satchels, wax seals
Common materials dominate several of these roles forever.
Property-Driven Crafting¶
Materials should expose properties instead of only rarity labels.
Example properties:
- hardness
- flexibility
- weight
- insulation
- edge retention
- conductivity
- corruption resistance
- resonance
- preservation value
- toxicity
- absorbency
Recipes care about the property mix. A rare material may provide one exceptional property, but the rest of the recipe still depends on common support materials.
Anti-Obsolescence Rules¶
1. Rare Materials Modify, Common Materials Support¶
Rare materials should change behavior, add an affix, or unlock an effect. They should not fully replace core industrial inputs.
2. Every Advanced Recipe Uses Bulk Staples¶
High-end crafting must still consume large amounts of:
- timber
- leather
- cloth
- iron or common metal products
- fuel
- salt, oil, wax, resin, or solvent
3. Repairs and Maintenance Consume Staples¶
Even when a player stops making beginner items, they still need old materials for:
- repair kits
- restringing bows
- reforging edges
- repadding armor
- replacing wagon parts
- restoring camp gear
4. Refinement Has Byproducts and Dependencies¶
Turning raw rare inputs into usable components should require common reagents, fuel, and containers.
5. Town Projects Create Permanent Bulk Demand¶
Granaries, docks, walls, mills, wells, workshops, and caravans consume huge quantities of staple materials throughout the game.
6. Consumables Keep the Floor Hot¶
Meals, medicines, traps, arrows, oils, torches, and expedition kits should constantly consume low and mid-grade materials.
Recipe Structure¶
Every crafted item should use a layered recipe model.
Weapons¶
- core metal or bone structure
- grip or haft material
- bindings and fittings
- temper or finishing reagent
- optional rare augmentation
Example:
A late-game frost spear may still need ashwood for the haft, leather wrapping for grip, iron or steel fittings for balance, whale oil or salt brine for temper process, and only one rare frost-drake spine shard as the signature input.
Armor¶
- shell material
- lining material
- straps and closures
- reinforcement plates or ribs
- finish treatment
- optional rare reinforcement
Tools¶
- working head
- shaft or handle
- leather or cloth wrapping
- oil or resin treatment
Alchemy and Cooking¶
- active ingredient
- base liquid or fat
- stabilizer
- container
- seal or wrap
This keeps glass, cloth, wax, salt, grain alcohol, herbs, and oils relevant forever.
Substitution Model¶
Recipes should allow limited substitutions with tradeoffs.
Examples:
- pine shaft is cheaper but less durable than ashwood
- bone plate is lighter but less stable than steel reinforcement
- fae silk lining improves magic interaction but worsens repair cost
This creates market depth without forcing a single best material path.
Tier Model¶
Player advancement should unlock:
- better yields from the same materials
- more efficient refinement
- higher-quality assembly
- more recipe slots or optional inputs
- special interactions between materials
It should not simply delete the need for early materials.
Item Progression Model¶
The better approach is breadth plus specialization, not vertical replacement.
Players improve items by:
- crafting higher-quality versions
- selecting better property combinations
- adding situational augmentations
- reforging or retrofitting existing gear
- producing expedition-specific variants
Salvage and Recovery¶
Old or broken gear should return part of its material stack through salvage. This keeps earlier materials circulating and reduces total dead-end waste.
Salvage outputs can include:
- scrap metal
- usable fittings
- cloth strips
- leather offcuts
- powders and residues
- monster part fragments
Technical Model¶
Core Data¶
Store:
material_templatematerial_propertyrecipe_templaterecipe_input_rolerecipe_substitution_ruleitem_blueprintitem_componentitem_trait_roll
Build Calculation¶
When a craft completes, calculate the resulting item from:
- recipe template
- ingredient roles filled
- ingredient properties
- crafter skill
- workshop modifiers
- random seed within bounded quality rules
Readable Output¶
The player should be able to inspect why an item is good:
- what materials were used
- what properties they contributed
- what special effect came from the rare input
- what repair materials the item will later need
Related Systems¶
- gathering and resource ecology
- crafting professions and workshops
- repair, salvage, and town demand
- regional markets and price floors