Alchemy with real experiment feeling
Many-many years ago, when I did not have internet access, I played with Might&Magic. (Lot of people probably know it.) In this game, there were alchemy in different way what we have nowadays. You did not have recipes. You had to buy flasks and mix the herbs. If you chose wrong components, the mixture exploded and your characters damaged. After you had some basic potions, you were able to mix them. If you mixed them wrong, the explosion coming. To find out all possible potions, you had to make lot of experiment with them. Unfortunately, the internet killed these 'mini-games'. You just google the recipes and you can make it immediately. So I thought about it lot, how can make this feeling live again.
My solution is personally generated unique recipe for everyone. But how can we implement it?
First, we set the herbs into level categories. We have multiple herbs with same level category for example we have 5 type of lvl 1. Herb.
We can have multiple type of flask, with multiple level. lvl 1: glass flask or crystal flask, lvl 2 enhanced crystal flask, for example we have 2 type of lvl1 Flask.
If necessary we can add a third type of component for example catalyst.
The alchemy skill determine how difficult experiment can you prepare. For example:
Level 1. Basic potions experiment:
2 pieces lvl1 herb + 1 lvl1 flask.
If we use the example numbers, we can see that we have 50 unique combination of herbs and flasks. But we only have 5 available basic potion. So the rest 45 experiment can cause some trouble for the alchemist. It can be health damage, can be durability damage, experiment tool disintegration or a longer debuff etc.
if we want to decrease the possible combination, we can set it to specify a flask or specify that need to use different herb. With this 2 restriction, we have only 20 combinations.
If we would like to increase the combinations we can add more necessary herbs. If we increase the need to 3 pieces of lvl1 herb, the combination increase to 250. This probably an overkill, so we should integrate the catalyst. If we have 2 type of lvl1 catalyst, it just increase the combination to 100.
Once you have a successful experiment, you receive the potion recipe forever.
A the beginning you will not even know what kind of potions are existing, but late you will know at least where you should search for what you needed.
For you the minor health potion is 1 blue berry and 1 red grass, but for somebody else, it needs 2 red berry. So you will not be able to find the recipes on the internet, you have to make experiments.
This also cause that even if the community use only a few type of potions the raw material demand will be equal within same level thanks to the unique recipes.
(The different ingredients for the same potions is a little bit immersion breaking, but I think we can live with it.)
Other thoughts with same topic:
-Alchemy skill level can increase the power of the same potion
-We can have items what increase the alchemy skill
-The high level potion recipes can have extreme amount of combination if we integrate recipe fragments as loot. (for example the recipe fragments tells that the dragon power potion needs at least 1 mandrake or the dragon power potion will not need blue components.)
-if we would like to decrease the time till the alchemist discover every potions, we can use a special debuff. Failed experiment cause random (0-5 stack) stackable 24h debuff. If the debuff reach 5 stack you will not be able to do experiment again.
What are your thoughts?