<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.atitd.org/wiki/t4w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kabasto</id>
	<title>A Tale in the Desert - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.atitd.org/wiki/t4w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kabasto"/>
	<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/tale4/Special:Contributions/Kabasto"/>
	<updated>2026-04-03T21:29:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.2</generator>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=229822</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=229822"/>
		<updated>2010-07-26T07:12:03Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Tree Nursery Tech - PASSED&lt;br /&gt;
&lt;br /&gt;
Upon research,this would unlock a new building which would serve 2 purposes.&lt;br /&gt;
1) This building (Tree Nursery) would allow up to 5 trees to be &amp;quot;planted&amp;quot;(would be part of the building,rendered outside of it) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an &amp;quot;automatic&amp;quot; wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of &amp;quot;auto-harvests&amp;quot; the blade would need to be reinstalled.&lt;br /&gt;
&lt;br /&gt;
2) There would also be an option to plant,care for,and breed &amp;quot;decorative&amp;quot; trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of &amp;quot;decorative&amp;quot; trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should &amp;quot;grow&amp;quot; out of a planter,or base of some kind to differentiate them completely from wood producing trees.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mead Tech-&lt;br /&gt;
&lt;br /&gt;
This would create the discovery of gathering yeast(randomly) while gathering mushrooms and would allow for the mixing of honeys,herbs, and yeast to create mead. The end results would be a +7 to one stat and a (up to)-7 for 2 stats(to add balance and a difference from incense) for the best of meads. Poorly made meads, or incorrectly made meads could negatively affect multiple stats for varying amounts of time (probably through the mixing of herbs that &amp;quot;counter&amp;quot; each other stat wise being considered a &amp;quot;bad&amp;quot; mix) Any herbs added after reaching the +7 to one stat would be a waste and would only further to add to the -x for stats. There would also be a fermentation time required which would start only after the last herb was added. Duration should also be factored in,perhaps longer duration by using less herbs, so the goal would be to make a +7 stat mead with the fewest herbs possible. The stats gained/lost would stack with already in place stat gains/losses(food/insence/aqua towers. Mead could be attached to tests (like beer is for festivals)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loadable Forges and Casting Boxes-&lt;br /&gt;
&lt;br /&gt;
The intent with this research is to eliminate &amp;quot;forge sitting&amp;quot;. Too many times have we been stuck at our camp babysitting forges and being unable to do much else. With this tech, you will gain the option to load the forge with a certain amount of materials (ores and CC), with &amp;quot;hopper&amp;quot; upgrades to allow more to be made at a firing. You select what you want to make, and are then free to continue doing your business. This is would making producing resources in these building more efficient and free up valuable time to work on other projects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel. &lt;br /&gt;
&lt;br /&gt;
Not doable due to rendering issues.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=229730</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=229730"/>
		<updated>2010-07-25T19:37:52Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Tree Nursery Tech - PASSED&lt;br /&gt;
&lt;br /&gt;
Upon research,this would unlock a new building which would serve 2 purposes.&lt;br /&gt;
1) This building (Tree Nursery) would allow up to 5 trees to be &amp;quot;planted&amp;quot;(would be part of the building,rendered outside of it) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an &amp;quot;automatic&amp;quot; wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of &amp;quot;auto-harvests&amp;quot; the blade would need to be reinstalled.&lt;br /&gt;
&lt;br /&gt;
2) There would also be an option to plant,care for,and breed &amp;quot;decorative&amp;quot; trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of &amp;quot;decorative&amp;quot; trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should &amp;quot;grow&amp;quot; out of a planter,or base of some kind to differentiate them completely from wood producing trees.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mead Tech-&lt;br /&gt;
&lt;br /&gt;
This would create the discovery of gathering yeast(randomly) while gathering mushrooms and would allow for the mixing of honeys,herbs, and yeast to create mead. The end results would be a +7 to one stat and a (up to)-7 for 2 stats(to add balance and a difference from incense) for the best of meads. Poorly made meads, or incorrectly made meads could negatively affect multiple stats for varying amounts of time (probably through the mixing of herbs that &amp;quot;counter&amp;quot; each other stat wise being considered a &amp;quot;bad&amp;quot; mix) Any herbs added after reaching the +7 to one stat would be a waste and would only further to add to the -x for stats. There would also be a fermentation time required which would start only after the last herb was added. Duration should also be factored in,perhaps longer duration by using less herbs, so the goal would be to make a +7 stat mead with the fewest herbs possible. The stats gained/lost would stack with already in place stat gains/losses(food/insence/aqua towers. Mead could be attached to tests (like beer is for festivals)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel. &lt;br /&gt;
&lt;br /&gt;
Not doable due to rendering issues.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=229728</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=229728"/>
		<updated>2010-07-25T19:33:25Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Tree Nursery Tech - PASSED&lt;br /&gt;
&lt;br /&gt;
Upon research,this would unlock a new building which would serve 2 purposes.&lt;br /&gt;
1) This building (Tree Nursery) would allow up to 5 trees to be &amp;quot;planted&amp;quot;(would be part of the building,rendered outside of it) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an &amp;quot;automatic&amp;quot; wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of &amp;quot;auto-harvests&amp;quot; the blade would need to be reinstalled.&lt;br /&gt;
&lt;br /&gt;
2) There would also be an option to plant,care for,and breed &amp;quot;decorative&amp;quot; trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of &amp;quot;decorative&amp;quot; trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should &amp;quot;grow&amp;quot; out of a planter,or base of some kind to differentiate them completely from wood producing trees.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mead Tech-&lt;br /&gt;
&lt;br /&gt;
This would create the discovery of gathering yeast(randomly) while gathering mushrooms and would allow for the mixing of honeys,herbs, and yeast to create mead. The end results would be a +7 to one stat and a (up to)-7 for 2 stats(to add balance and a difference from incense) for the best of meads. Poorly made meads, or incorrectly made meads could negatively affect multiple stats for varying amounts of time (probably through the mixing of herbs that &amp;quot;counter&amp;quot; each other stat wise being considered a &amp;quot;bad&amp;quot; mix) Any herbs added after reaching the +7 to one stat would be a waste and would only further to add to the -x for stats. There would also be a fermentation time required which would start only after the last herb was added. Duration should also be factored in,perhaps longer duration by using less herbs, so the goal would be to make a +7 stat mead with the fewest herbs possible. The stats gained/lost would stack with already in place stat gains/losses(food/insence/aqua towers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel. &lt;br /&gt;
&lt;br /&gt;
Not doable due to rendering issues.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=229723</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=229723"/>
		<updated>2010-07-25T19:28:20Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Tree Nursery Tech - PASSED&lt;br /&gt;
&lt;br /&gt;
Upon research,this would unlock a new building which would serve 2 purposes.&lt;br /&gt;
1) This building (Tree Nursery) would allow up to 5 trees to be &amp;quot;planted&amp;quot;(would be part of the building,rendered outside of it) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an &amp;quot;automatic&amp;quot; wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of &amp;quot;auto-harvests&amp;quot; the blade would need to be reinstalled.&lt;br /&gt;
&lt;br /&gt;
2) There would also be an option to plant,care for,and breed &amp;quot;decorative&amp;quot; trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of &amp;quot;decorative&amp;quot; trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should &amp;quot;grow&amp;quot; out of a planter,or base of some kind to differentiate them completely from wood producing trees.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mead Tech-&lt;br /&gt;
&lt;br /&gt;
This would create the discovery of gathering yeast(randomly) while gathering mushrooms and would allow for the mixing of honeys,herbs, and yeast to create mead. The end results would be a +7 to one stat and a (up to)-7 for 2 stats(to add balance and a difference from incense) for the best of meads. Poorly made meads, or incorrectly made meads could negatively affect multiple stats for varying amounts of time (probably through the mixing of herbs that &amp;quot;counter&amp;quot; each other stat wise being considered a &amp;quot;bad&amp;quot; mix) Any herbs added after reaching the +7 to one stat would be a waste and would only further to add to the -x for stats. There would also be a fermentation time required which would start only after the last herb was added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel. &lt;br /&gt;
&lt;br /&gt;
Not doable due to rendering issues.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228451</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228451"/>
		<updated>2010-07-16T18:57:43Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Tree Nursery Tech&lt;br /&gt;
&lt;br /&gt;
Upon research,this would unlock a new building which would serve 2 purposes.&lt;br /&gt;
1) This building (Tree Nursery) would allow up to 5 trees to be &amp;quot;planted&amp;quot;(would be part of the building,rendered outside of it) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an &amp;quot;automatic&amp;quot; wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of &amp;quot;auto-harvests&amp;quot; the blade would need to be reinstalled.&lt;br /&gt;
&lt;br /&gt;
2) There would also be an option to plant,care for,and breed &amp;quot;decorative&amp;quot; trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of &amp;quot;decorative&amp;quot; trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should &amp;quot;grow&amp;quot; out of a planter,or base of some kind to differentiate them completely from wood producing trees.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel. &lt;br /&gt;
&lt;br /&gt;
Not doable due to rendering issues.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228450</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228450"/>
		<updated>2010-07-16T18:55:12Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Tree Nursery Tech&lt;br /&gt;
&lt;br /&gt;
Upon research,this would unlock a new building which would serve 2 purposes.&lt;br /&gt;
1) This building (Tree Nursery) would allow up to 5 trees to be &amp;quot;planted(all done within building,wood producing trees would not be shown, just the names and strains,much like flax and grape vines) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an &amp;quot;automatic&amp;quot; wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of &amp;quot;auto-harvests&amp;quot; the blade would need to be reinstalled.&lt;br /&gt;
2) There would also be an option to plant,care for,and breed &amp;quot;decorative&amp;quot; trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of &amp;quot;decorative&amp;quot; trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should &amp;quot;grow&amp;quot; out of a planter,or base of some kind to differentiate them completely from wood producing trees.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel. &lt;br /&gt;
&lt;br /&gt;
Not doable due to rendering issues.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228449</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228449"/>
		<updated>2010-07-16T18:53:01Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Tree Nursery Tech&lt;br /&gt;
&lt;br /&gt;
Upon research,this would unlock a new building which would serve 2 purposes.&lt;br /&gt;
1) This building (Tree Nursery) would allow up to 5 trees to be &amp;quot;planted(all done within building,wood producing trees would not be shown, just the names and strains,much like flax and grape vines) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an &amp;quot;automatic&amp;quot; wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of &amp;quot;auto-harvests&amp;quot; the blade would need to be reinstalled.&lt;br /&gt;
2) There would also be an option to plant,care for,and breed &amp;quot;decorative&amp;quot; trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of &amp;quot;decorative&amp;quot; trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should &amp;quot;grow&amp;quot; out of a planter,or base of some kind to differentiate them completely from wood producing trees.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel. &lt;br /&gt;
&lt;br /&gt;
Not doable due to rendering issues.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228446</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228446"/>
		<updated>2010-07-16T17:28:35Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Tree Nursery Tech&lt;br /&gt;
&lt;br /&gt;
Upon research,this would unlock a new building which would serve 2 purposes.&lt;br /&gt;
1) This building (Tree Nursery) would allow up to 5 trees to be &amp;quot;planted(all done within building,wood producing trees would not be shown, just the names and strains,much like flax and grape vines) to allow X amount of wood to be harvested from the building every 3 T-minutes. This should start at 1 wood per tree,but through seeding different types of trees(seeds through universities?) and cross breeding species of trees(amount and variations of trees, I'll leave the logistics to Teppy ^.^),and adding fertilizer could eventually be upped to 15 wood per tree per 3 Teppy minutes. A further upgrade of the nursery (via saws made on an anvil and gearboxes, and whatever else Teppy wants to throw in there) would allow an &amp;quot;automatic&amp;quot; wood gathering process to be started that would collect the wood automatically for 3 Teppy hours. After X amount of &amp;quot;auto-harvests&amp;quot; the blade would need to be reinstalled.&lt;br /&gt;
2) There would also be an option to plant,care for,and breed &amp;quot;decorative&amp;quot; trees. These trees would offer no wood, and would perform much like lilies. The nursery would be required to breed different kinda and colors of &amp;quot;decorative&amp;quot; trees, that could then be planted in Formal Gardens, or anywhere else lilies can also be planted. These should &amp;quot;grow&amp;quot; out of a planter,or base of some kind to differentiate them completely from wood producing trees.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
This would also add a new building &amp;quot;Horse Stable&amp;quot; to the game,from which all the interaction would take place.&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
Implementation could be done via having the different breeds add to your spd/dex and could be modeled via the same method appearances are (it would be it's own separate &amp;quot;appearance&amp;quot; for each character model/horse model) No mounting animation would be required, it would be a &amp;quot;select horse to ride&amp;quot; from the &amp;quot;stable&amp;quot; and either the UI is reloaded or whatever is already in place when you change appearance, or whatever way airships are done now. For further balance, some actions that require dex/spd would not be able to be done while mounted.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228400</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=228400"/>
		<updated>2010-07-16T05:17:35Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
******self note, change to tree nursery idea when i wake up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
This would also add a new building &amp;quot;Horse Stable&amp;quot; to the game,from which all the interaction would take place.&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
Implementation could be done via having the different breeds add to your spd/dex and could be modeled via the same method appearances are (it would be it's own separate &amp;quot;appearance&amp;quot; for each character model/horse model) No mounting animation would be required, it would be a &amp;quot;select horse to ride&amp;quot; from the &amp;quot;stable&amp;quot; and either the UI is reloaded or whatever is already in place when you change appearance, or whatever way airships are done now. For further balance, some actions that require dex/spd would not be able to be done while mounted.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227598</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227598"/>
		<updated>2010-07-11T19:16:51Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
This would also add a new building &amp;quot;Horse Stable&amp;quot; to the game,from which all the interaction would take place.&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
Implementation could be done via having the different breeds add to your spd/dex and could be modeled via the same method appearances are (it would be it's own separate &amp;quot;appearance&amp;quot; for each character model/horse model) No mounting animation would be required, it would be a &amp;quot;select horse to ride&amp;quot; from the &amp;quot;stable&amp;quot; and either the UI is reloaded or whatever is already in place when you change appearance, or whatever way airships are done now. For further balance, some actions that require dex/spd would not be able to be done while mounted.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227590</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227590"/>
		<updated>2010-07-11T18:53:55Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
This would also add a new building &amp;quot;Horse Stable&amp;quot; to the game,from which all the interaction would take place.&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
Implementation could be done via having the different breeds add to your spd/dex and could be modeled via the same method appearances are (it would be it's own separate &amp;quot;appearance&amp;quot; for each character model/horse model) No mounting animation would be required, it would be a &amp;quot;select horse to ride&amp;quot; from the &amp;quot;stable&amp;quot; and either the UI is reloaded or whatever is already in place when you change appearance.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227587</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227587"/>
		<updated>2010-07-11T18:49:56Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
Implementation could be done via having the different breeds add to your spd/dex and could be modeled via the same method appearances are (it would be it's own separate &amp;quot;appearance&amp;quot; for each character model/horse model)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227585</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227585"/>
		<updated>2010-07-11T18:36:59Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
*******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227584</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227584"/>
		<updated>2010-07-11T18:36:39Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
*****************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
******************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
******************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227583</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227583"/>
		<updated>2010-07-11T18:36:17Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
************************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
********************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
********************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227582</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227582"/>
		<updated>2010-07-11T18:35:46Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
************************************************************&lt;br /&gt;
On hand&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;br /&gt;
&lt;br /&gt;
*************************************************************&lt;br /&gt;
Other ideas,but can only carry 1 petition at a time &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Automated wood gathering machine.&lt;br /&gt;
&lt;br /&gt;
This tech would allow for a new building, to be placed within 1 coord of a tree, to automatically gather 1 wood per 3 teppy minutes. There would be an upgrade to allow for 2 wood every 3 teppy minutes. There would be a max load of 5,000(before upgrade) and 8,000 wood (after upgrade). Having such high capacity amounts should discourage people from building multiple machines.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Equestrian care and travel.&lt;br /&gt;
&lt;br /&gt;
This would,upon research, grant the ability to capture,care for,and breed horses. Once &amp;quot;tamed&amp;quot; and &amp;quot;trained&amp;quot; a horse would be rideable, increasing movement speed over road and off road. Wildly captured(or starter) horses would provide little benefit, requiring selective breeding to get horses with more speed increase benefit, along with proper feeding and training techniques. (certain &amp;quot;breeds&amp;quot; of horse would benefit more from diferant kinds of training. This would be implemented by having a tamed horse have multiple options to train with and only 1 or 2 granting any benefit.) You would also have to care for and feed the horse to build its &amp;quot;Tame&amp;quot; level to 100% (much like beetles,just adding in that you need to actually care for the horse via menu options). &lt;br /&gt;
&lt;br /&gt;
In order to be ride-able,Horses would also need to have shoes put on them (made at an anvil). Low quality shoes would add a small penalty to the horse's movement speed. (Another option is to make shoes in a forge, but require a &amp;quot;farrier&amp;quot; skill that would level up much like sheet glass).&lt;br /&gt;
&lt;br /&gt;
Travel by waypoint,exp site,CS,and spouse would not be possible while a character is mounted to add balance.&lt;br /&gt;
&lt;br /&gt;
***********************************************************************&lt;br /&gt;
&lt;br /&gt;
If you choose to use one of these ideas to start a petition while I'm working on a different one please /chat me, and give me proper credit in your petition.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227574</id>
		<title>User:Kabasto</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Kabasto&amp;diff=227574"/>
		<updated>2010-07-11T18:06:40Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: New page: Hi folks, I'm located in cozy Stillwater and am relatively new to the game.  Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels) ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, I'm located in cozy Stillwater and am relatively new to the game.&lt;br /&gt;
&lt;br /&gt;
Check out my research petition for a &amp;quot;cart&amp;quot; which allows for higher carrying capacity (and scales with levels)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legal Opinion: Research&lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
item transportation  cart &lt;br /&gt;
&lt;br /&gt;
Thiw would allow a researchable, buildable cart (limit 1 per player) that could be scaled up with higher skill points to allow extra carrying capacity.&lt;br /&gt;
&lt;br /&gt;
At skill level 1(should be researchable early), an extra 1000 bulk/weight, level 2, an extra 2,000, and level 4 an extra 5,000. (see below for my idea on level 3)&lt;br /&gt;
&lt;br /&gt;
Higher level carts would be required to be built (disassembling the old one first) and would have higher scaling material requirements.&lt;br /&gt;
&lt;br /&gt;
To balance, while using a cart a player would experience a small slowdown of movement speed, until level 3 is obtained at which point the slowdown would be negated.&lt;br /&gt;
&lt;br /&gt;
The cart Should be &amp;quot;parkable&amp;quot; at ones CP,perhaps requiring a building addon or outside building to park it,so as to not clutter Egypt with abandoned carts.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Casino/Test_Ideas&amp;diff=226162</id>
		<title>User:Casino/Test Ideas</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Casino/Test_Ideas&amp;diff=226162"/>
		<updated>2010-07-05T07:09:04Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: /* Architecture Tests Casino's Suggestion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Architecture Tests Casino's Suggestion==&lt;br /&gt;
&lt;br /&gt;
*Test of Building Bridges:&lt;br /&gt;
The Test of Building Bridges is not a unique idea, however my thoughts are just a bit different. The Test would entail a building group of 5 to 7 allowing for multiple passes throughout the test. It's root action is to locate a spot in a region, a spot that crosses a waterway/river/penninsula and would allow for safe and easy passage for all citizens, saving countless unecessary trips out of the way to reach a key destination.&lt;br /&gt;
&lt;br /&gt;
Here's the Deal: The building group using the same *widget* that's used in the building of an Aqueduct, they would locate a spot to span their *Bridge* once it has been surveyed, it would be constructed using various types of spun wires, treated boards and metal, rope, nails, canvas, raeli tiles, pipes, cables and paint(the amount of each material type will be determined by the span length and height of the Bridge)&lt;br /&gt;
&lt;br /&gt;
Ok, heres the good part, crossing the Bridge will be similar to using a short/long range ferry ride :) it will ask for a tithe/toll which in turn glorifies the bridge constantly improving its grandjuer and beauty, so in other words, if the placement of said *Bridge* is put in a spot that would be heavy traveled(if the team has done their homework) it would become a sight to see, due to the fact it changes it's appearance as the tithes/tolls are added to it, thus, it is that glory and passage (trips/crossings) that could be used in the score calculation of passing the test.&lt;br /&gt;
&lt;br /&gt;
Now considering the use of alts, and we don't want to discourage the use of them, but installing a one time point or scoring *hash*  will make gaming the test more difficult, and once the *Bridge has passed with it's group, it would imediately advance to *Full Glory* and eliminate any further need of a tithe or toll :)&lt;br /&gt;
&lt;br /&gt;
So, in a nutshell, the bridge that is getting used the most, with it's placement well planned, will ultimately score and pass their team of builders, in the new: &amp;quot;Test of Building Bridges!&amp;quot; :)&lt;br /&gt;
&lt;br /&gt;
One footnote: So much Lag is created around Permanent Bridge crossings in the game, especially near chariot stops, this test and it's function will i believe allow for more access to areas that would not normally be inhabited, thus reducing the *clusters* of building around regional Propers :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What about swimming? -Orrin&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*What about swimming? As performed in this Tale swimming wasn't released until late, leaving egypt helpless until long range ferry's or airships arrived with silk production, this test would facilitate access by many many travelers months before the test of Oyster Catcher and Silkworm farming techs would ever be released. -Casino&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Depending on how many people play T5 and how many groups attempt the test, could this not lead to bridges every 50 coords, there should either be a &amp;quot;can't build within 800 coords of another bridge&amp;quot; or after a bridge passes, then, say 3 - 6 tests later the bridge &amp;quot;crumbles due to disrepair&amp;quot;. Something to help eliminate lag, and the possibility of Egypt being spammed with bridges. Imagine how difficult the oyster test would become if there were bridges across every part of the nile. O.O -Kabasto&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Worship Tests Casino's Suggestion==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Test of The Bountiful Harvest'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test would need 4 - 7 priests to begin the test by building a sacrifical fire at a common altar. &lt;br /&gt;
 &lt;br /&gt;
Once completed they would all receive a vision/set of instructions to travel to a common altar &lt;br /&gt;
&lt;br /&gt;
at a specific spot/region of egypt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' a guild or open PM will be needed because all aspirant priests will need to communicate &lt;br /&gt;
&lt;br /&gt;
once they arrive at their prospective altars, and once there they will a perform their required visions.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:''' grow flax/veggies/barley/wheat etc...once completed they will sacrifice their bountiful harvests at&lt;br /&gt;
&lt;br /&gt;
the common altar then meditate.  They would all regroup at the original altar and repeat this process 3 times as&lt;br /&gt;
&lt;br /&gt;
they will get a different vision everytime.  This will take anywhere from 3 to 6 hours and each vision level can&lt;br /&gt;
 &lt;br /&gt;
be done at different times , giving flexibility in the test but, must be completely finished in 1 24 hour rl day.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Casino/Test_Ideas&amp;diff=226161</id>
		<title>User:Casino/Test Ideas</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Casino/Test_Ideas&amp;diff=226161"/>
		<updated>2010-07-05T07:08:35Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Architecture Tests Casino's Suggestion==&lt;br /&gt;
&lt;br /&gt;
*Test of Building Bridges:&lt;br /&gt;
The Test of Building Bridges is not a unique idea, however my thoughts are just a bit different. The Test would entail a building group of 5 to 7 allowing for multiple passes throughout the test. It's root action is to locate a spot in a region, a spot that crosses a waterway/river/penninsula and would allow for safe and easy passage for all citizens, saving countless unecessary trips out of the way to reach a key destination.&lt;br /&gt;
&lt;br /&gt;
Here's the Deal: The building group using the same *widget* that's used in the building of an Aqueduct, they would locate a spot to span their *Bridge* once it has been surveyed, it would be constructed using various types of spun wires, treated boards and metal, rope, nails, canvas, raeli tiles, pipes, cables and paint(the amount of each material type will be determined by the span length and height of the Bridge)&lt;br /&gt;
&lt;br /&gt;
Ok, heres the good part, crossing the Bridge will be similar to using a short/long range ferry ride :) it will ask for a tithe/toll which in turn glorifies the bridge constantly improving its grandjuer and beauty, so in other words, if the placement of said *Bridge* is put in a spot that would be heavy traveled(if the team has done their homework) it would become a sight to see, due to the fact it changes it's appearance as the tithes/tolls are added to it, thus, it is that glory and passage (trips/crossings) that could be used in the score calculation of passing the test.&lt;br /&gt;
&lt;br /&gt;
Now considering the use of alts, and we don't want to discourage the use of them, but installing a one time point or scoring *hash*  will make gaming the test more difficult, and once the *Bridge has passed with it's group, it would imediately advance to *Full Glory* and eliminate any further need of a tithe or toll :)&lt;br /&gt;
&lt;br /&gt;
So, in a nutshell, the bridge that is getting used the most, with it's placement well planned, will ultimately score and pass their team of builders, in the new: &amp;quot;Test of Building Bridges!&amp;quot; :)&lt;br /&gt;
&lt;br /&gt;
One footnote: So much Lag is created around Permanent Bridge crossings in the game, especially near chariot stops, this test and it's function will i believe allow for more access to areas that would not normally be inhabited, thus reducing the *clusters* of building around regional Propers :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What about swimming? -Orrin&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*What about swimming? As performed in this Tale swimming wasn't released until late, leaving egypt helpless until long range ferry's or airships arrived with silk production, this test would facilitate access by many many travelers months before the test of Oyster Catcher and Silkworm farming techs would ever be released. -Casino&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Depending on how many people play T5 and how many groups attempt the test, could this not lead to bridges every 50 coords, there should either be a &amp;quot;can't build within 800 coords of another bridge&amp;quot; or after a bridge passes, then, say 3 - 6 tests later the bridge &amp;quot;crumbles due to disrepair&amp;quot;. Something to help eliminate lag, and the possibility of Egypt being spammed with bridges. Imagine how difficult the oyster test would become if there were bridges across every part of the nile. O.O -Kabasto&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Worship Tests Casino's Suggestion==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Test of The Bountiful Harvest'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test would need 4 - 7 priests to begin the test by building a sacrifical fire at a common altar. &lt;br /&gt;
 &lt;br /&gt;
Once completed they would all receive a vision/set of instructions to travel to a common altar &lt;br /&gt;
&lt;br /&gt;
at a specific spot/region of egypt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' a guild or open PM will be needed because all aspirant priests will need to communicate &lt;br /&gt;
&lt;br /&gt;
once they arrive at their prospective altars, and once there they will a perform their required visions.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:''' grow flax/veggies/barley/wheat etc...once completed they will sacrifice their bountiful harvests at&lt;br /&gt;
&lt;br /&gt;
the common altar then meditate.  They would all regroup at the original altar and repeat this process 3 times as&lt;br /&gt;
&lt;br /&gt;
they will get a different vision everytime.  This will take anywhere from 3 to 6 hours and each vision level can&lt;br /&gt;
 &lt;br /&gt;
be done at different times , giving flexibility in the test but, must be completely finished in 1 24 hour rl day.&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Metallurgy_3&amp;diff=226047</id>
		<title>Metallurgy 3</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Metallurgy_3&amp;diff=226047"/>
		<updated>2010-07-04T14:55:07Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Shards|{{#titleparts:{{PAGENAME}}|1}}}}&lt;br /&gt;
== Research Costs ==&lt;br /&gt;
*[[Boards]] - 10000&lt;br /&gt;
*[[Clay]] - 4000&lt;br /&gt;
*[[Concrete]] - 2000&lt;br /&gt;
*[[Copper Sheeting]] - 400&lt;br /&gt;
*[[Crucibles]] - 150&lt;br /&gt;
*[[Glass Pipe]] - 200&lt;br /&gt;
*[[Leather]] - 1000&lt;br /&gt;
*[[Moon Steel]] - 400&lt;br /&gt;
*[[Pulley]] - 100&lt;br /&gt;
*[[Tin Sheeting]] - 200&lt;br /&gt;
&lt;br /&gt;
=== Researched At ===&lt;br /&gt;
[[University of Harmony]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite: &lt;br /&gt;
&lt;br /&gt;
{{ResearchedBy}}&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
* Allows refining of metal from ore, and shaping metal tools. &lt;br /&gt;
* Allows building of [[Gyration Cell]]&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
* Level required to learn: 13&lt;br /&gt;
* Teachable in:  lessons&lt;br /&gt;
&lt;br /&gt;
[[Category:Technologies]]&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Metallurgy_3&amp;diff=225997</id>
		<title>Metallurgy 3</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Metallurgy_3&amp;diff=225997"/>
		<updated>2010-07-04T08:40:19Z</updated>

		<summary type="html">&lt;p&gt;Kabasto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Shards|{{#titleparts:{{PAGENAME}}|1}}}}&lt;br /&gt;
== Research Costs ==&lt;br /&gt;
*[[Boards]] - 10000&lt;br /&gt;
*[[Clay]] - 4000&lt;br /&gt;
*[[Concrete]] - 2000&lt;br /&gt;
*[[Copper Sheeting]] - 400&lt;br /&gt;
*[[Crucibles]] - 150&lt;br /&gt;
*[[Glass Pipe]] - 200&lt;br /&gt;
*[[Leather]] - 1000&lt;br /&gt;
*[[Moon Steel]] - 400&lt;br /&gt;
*[[Pulley]] - 100&lt;br /&gt;
*[[Tin Sheeting]] - 200&lt;br /&gt;
&lt;br /&gt;
=== Researched At ===&lt;br /&gt;
[[University of Harmony]]&lt;br /&gt;
&lt;br /&gt;
Prerequisite: &lt;br /&gt;
&lt;br /&gt;
{{ResearchedBy}}&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
* Allows refining of metal from ore, and shaping metal tools. &lt;br /&gt;
* Allows building of [[Gyration Cell]]&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
* Level required to learn: 14&lt;br /&gt;
* Teachable in:  lessons&lt;br /&gt;
&lt;br /&gt;
[[Category:Technologies]]&lt;/div&gt;</summary>
		<author><name>Kabasto</name></author>
	</entry>
</feed>