Howdy folks. I'm fleshing out the Tinkering technique tree and need some ideas. At present I am looking at:
* Gears, Wire and Mechanisms (used as ingredients for everything else)
* Light, Heavy and Siege Crossbows
* Siege Weapons with new invasion mechanics
* Crossbow bolt and siege ammo crafting
* Orlogs, wire sculptured wearables and spectacles
* Toys and Siegery pieces
* Locks and lockpicks 3.0
* Telescopes
Coming later -
* Container and animal traps*
* Some instruments*
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Idea Time! on 08/22/2015 01:02 AM CDT
Re: Idea Time! on 08/22/2015 05:55 AM CDT
Crossbow ammo-
Would like to see a greater variety here compared to arrows. Not in terms of raw damage stats, but in utility. It'd be neat if you could make one time use ammunition. Naphtha bolts, shrapnel bolts, entangling or lancing bolts (prevent engagement / retreat). More. Lots more!
Crossbows-
Guessing that draw weights will be similar to bows where you can make it variable? Also, are repeating crossbows a thing?
Would like to see a greater variety here compared to arrows. Not in terms of raw damage stats, but in utility. It'd be neat if you could make one time use ammunition. Naphtha bolts, shrapnel bolts, entangling or lancing bolts (prevent engagement / retreat). More. Lots more!
Crossbows-
Guessing that draw weights will be similar to bows where you can make it variable? Also, are repeating crossbows a thing?
Re: Idea Time! on 08/22/2015 07:12 AM CDT
Re: Idea Time! on 08/22/2015 08:02 AM CDT
Re: Idea Time! on 08/22/2015 09:30 AM CDT
Re: Idea Time! on 08/22/2015 11:47 AM CDT
Me too but for items that come later.
Shock absorbers (snicker)
Pumps, which makes me envision a pump action naphtha or acid thrower
puppets/marionettes
microscopes
pulleys, springs, braided or twisted wire cables
wayerd pyramids?
braziers, stoves, and spring operated window shades for homes
hinges, clasps, buttons, assorted fasteners
secret compartment boxes/cabinets
music boxes
a slinky!
mouse/roach traps for homes
an elaborate marble track that sits on a table a la the mousetrap game
locking mechanisms from simple to elaborate with metal marble action
pinball machine, pachinko or slot machine
...um, that's it for now? More?
Shock absorbers (snicker)
Pumps, which makes me envision a pump action naphtha or acid thrower
puppets/marionettes
microscopes
pulleys, springs, braided or twisted wire cables
wayerd pyramids?
braziers, stoves, and spring operated window shades for homes
hinges, clasps, buttons, assorted fasteners
secret compartment boxes/cabinets
music boxes
a slinky!
mouse/roach traps for homes
an elaborate marble track that sits on a table a la the mousetrap game
locking mechanisms from simple to elaborate with metal marble action
pinball machine, pachinko or slot machine
...um, that's it for now? More?
Re: Idea Time! on 08/23/2015 08:44 PM CDT
I'm so happy to see Siegery already on the list.
* Boats ... this! :)
* Weapons for boats
* Repeating varieties of all those crossbows
* Tools that can't be made by other crafts: bellows, clamps, mortars (altho that should be carved, right?) etc
* Toolbelts that let you snap things on. Or whatever
* Housing and caravan furniture that are not tables. Armor stands, weapon stands, wardrobes, dressers, beds, etc
* Better caravan wheels for trader caravans
* Devices for hidden weapons, you know, the kind that get pulled out of your hair, snap from a hidden holder up your sleeve, turn your hat into a spinning object of doom hurling through the air, the walking cane that becomes a a rapier, garters that hold a weapon, etc.
* The devices and holders for all the explosives coming to Alchemy
* Merchandise surfaces for Trader Shops
* Goggles and stuff
* Moneybelts. Because 300 coins is nothing in 417
* Jewelry boxes, gift boxes, etc.
* Books. Binding a stack of paper into a book. Even if paper can't have linefeeds.
* Larger Deed Registers :)
* Buttons that say something in X many characters or less
* Mechanical Worn pet things
* Hot Air Balloons :)
* Articulated/convertible doodads.
* Horn-type hearing aids
* Compass, and other navigation equipment
* Wings
* Mechanical songbirds
There, that's just my first list off the top of my head!
~D.
- - -
~Dreamheart Delaevan Forestwolf
Singing since before the Guild was restored.
* Boats ... this! :)
* Weapons for boats
* Repeating varieties of all those crossbows
* Tools that can't be made by other crafts: bellows, clamps, mortars (altho that should be carved, right?) etc
* Toolbelts that let you snap things on. Or whatever
* Housing and caravan furniture that are not tables. Armor stands, weapon stands, wardrobes, dressers, beds, etc
* Better caravan wheels for trader caravans
* Devices for hidden weapons, you know, the kind that get pulled out of your hair, snap from a hidden holder up your sleeve, turn your hat into a spinning object of doom hurling through the air, the walking cane that becomes a a rapier, garters that hold a weapon, etc.
* The devices and holders for all the explosives coming to Alchemy
* Merchandise surfaces for Trader Shops
* Goggles and stuff
* Moneybelts. Because 300 coins is nothing in 417
* Jewelry boxes, gift boxes, etc.
* Books. Binding a stack of paper into a book. Even if paper can't have linefeeds.
* Larger Deed Registers :)
* Buttons that say something in X many characters or less
* Mechanical Worn pet things
* Hot Air Balloons :)
* Articulated/convertible doodads.
* Horn-type hearing aids
* Compass, and other navigation equipment
* Wings
* Mechanical songbirds
There, that's just my first list off the top of my head!
~D.
- - -
~Dreamheart Delaevan Forestwolf
Singing since before the Guild was restored.
Re: Idea Time! on 08/25/2015 08:03 AM CDT
Re: Idea Time! on 08/25/2015 01:58 PM CDT
Re: Idea Time! on 08/26/2015 02:11 AM CDT
Re: Idea Time! on 08/26/2015 02:14 AM CDT
<<Seems like I recall somthing like this, a few years back, being sold at one of the shops somewhere.
They're sold at the survivalist shop east of Shard along with the oil needed to fuel them, iirc.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
They're sold at the survivalist shop east of Shard along with the oil needed to fuel them, iirc.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
Re: Idea Time! on 08/26/2015 11:13 AM CDT
Re: Idea Time! on 08/27/2015 12:33 AM CDT
Re: Idea Time! on 08/28/2015 09:31 PM CDT
Unfortunately so many of these items would require months of additional development time (let alone time spent proposing and getting them approved), I'm not sure how many of them will be possible.
For now the technique tree will resemble something such as...
Simple Gearworking
\__Advanced Gearworking
Crossbow Basics
\__Light Crossbow Crafting
\__Advanced Light Crossbows *
\__Exotic Crossbow Crafting *
\__Siege Engine Crafting *
\__Advanced Heavy Crossbows *
\__Exotic Crossbow Crafting *
\__Siege Engine Crafting *
\__Heavy Crossbow Crafting
\__Advanced Light Crossbows *
\__Exotic Crossbow Crafting *
\__Siege Engine Crafting *
\__Advanced Heavy Crossbows *
\__Exotic Crossbow Crafting *
\__Siege Engine Crafting *
\__Arbalest Crafting
\__Siege Engine Crafting *
Advanced Boltmaking
\__Exotic Boltmaking
\__Siege Ammo Crafting
Mechanism Crafting
\__Toy Crafting
\__Martial Tinkering
\__Exotic Locksmithing *
\__Locksmithing
\__Advanced Locksmithing
\__Exotic Locksmithing *
Tinkered Reinforcement
\__Tinkered Cable-backing
Tinkered Maintenance
\__Tinkering Repair
\__Tinkered Rejuvenation
Tinkering Specialization
\__Tinkering Theory
\__Tinkering Acumen
Tinkered creations will require mechanisms as a crafting ingredient. These represent an assortment of gears, springs and wire. Rather than have items for each one I figure we can just combine it all and keep it simple. You'll craft a # of them per attempt to reduce adding a lot of time/complexity to the tinkering process.
Simple Gearworking will increase the # of gears per ingot made and the advanced gearworking will reduce the time spent making/assembling them.
Mechanisms will be made of metal and their properties will affect the final item stats/capabilities. The finished item would then have both a metal and a wood appraisal (like say a crossbow for example).
More to come once I've made some progress :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
For now the technique tree will resemble something such as...
Simple Gearworking
\__Advanced Gearworking
Crossbow Basics
\__Light Crossbow Crafting
\__Advanced Light Crossbows *
\__Exotic Crossbow Crafting *
\__Siege Engine Crafting *
\__Advanced Heavy Crossbows *
\__Exotic Crossbow Crafting *
\__Siege Engine Crafting *
\__Heavy Crossbow Crafting
\__Advanced Light Crossbows *
\__Exotic Crossbow Crafting *
\__Siege Engine Crafting *
\__Advanced Heavy Crossbows *
\__Exotic Crossbow Crafting *
\__Siege Engine Crafting *
\__Arbalest Crafting
\__Siege Engine Crafting *
Advanced Boltmaking
\__Exotic Boltmaking
\__Siege Ammo Crafting
Mechanism Crafting
\__Toy Crafting
\__Martial Tinkering
\__Exotic Locksmithing *
\__Locksmithing
\__Advanced Locksmithing
\__Exotic Locksmithing *
Tinkered Reinforcement
\__Tinkered Cable-backing
Tinkered Maintenance
\__Tinkering Repair
\__Tinkered Rejuvenation
Tinkering Specialization
\__Tinkering Theory
\__Tinkering Acumen
Tinkered creations will require mechanisms as a crafting ingredient. These represent an assortment of gears, springs and wire. Rather than have items for each one I figure we can just combine it all and keep it simple. You'll craft a # of them per attempt to reduce adding a lot of time/complexity to the tinkering process.
Simple Gearworking will increase the # of gears per ingot made and the advanced gearworking will reduce the time spent making/assembling them.
Mechanisms will be made of metal and their properties will affect the final item stats/capabilities. The finished item would then have both a metal and a wood appraisal (like say a crossbow for example).
More to come once I've made some progress :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 08/28/2015 10:08 PM CDT
Hmm, so would people be terribly upset if the first-pass at bolts kind of mirrored the arrow-types/stats? I'm worried it may take an excessive amount of work to create new profiles, new critters to skin and get it all sorted out...
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 08/28/2015 10:16 PM CDT
Why wouldn't they? It kinda makes sense that they would to me. As long as at the end of the day I can pick up a new comp bow with an ice adder arrow and a new arbalest with an ice adder bolt (assuming they are the "strongest in thier respective areas" and say "hey, there is most definitely a good reason to train this over this all things considered..." Then I don't think it will be a problem. If its pretty much the same thing just with more or less rt then its kinda crap.
Monster Elec
You hear the distant echo of a savage Horde snarling in barbaric disapproval of your deeds.
Monster Elec
You hear the distant echo of a savage Horde snarling in barbaric disapproval of your deeds.
Re: Idea Time! on 08/29/2015 12:35 AM CDT
Well crossbows will fill in the 3 tiers above composite bow. I think you'll see the load times of the new crossbows come down across the board and capped damage staying similar to what it is today. Light crossbows will overlap with composite bows a bit, but that should be fine. You'll also have improved stone bows and possibly some exotic bow/crossbow hybrids at some point.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 08/29/2015 12:40 AM CDT
Re: Idea Time! on 08/29/2015 12:52 AM CDT
Re: Idea Time! on 08/29/2015 11:51 AM CDT
Re: Idea Time! on 08/29/2015 06:10 PM CDT
Re: Idea Time! on 08/30/2015 12:21 AM CDT
I sure hope so. Today I finished all the mechanical aspects of the crafting system. Just need a ton of messaging, and then create the templates for crossbows. After that I'll focus on locks, traps, telescopes and siegery mechanics :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 08/30/2015 03:23 PM CDT
Sounds awesome! That's a big job to be done. Thank you for working so hard.
The only other items I might add would be the various divination tools, which I assume will be somewhere in engineering, although not necessarily tinkering. Those aren't all finished yet though in the Prediction system, so I know it will be a while before you get ahold of them.
The only other items I might add would be the various divination tools, which I assume will be somewhere in engineering, although not necessarily tinkering. Those aren't all finished yet though in the Prediction system, so I know it will be a while before you get ahold of them.
Re: Idea Time! on 08/31/2015 09:45 AM CDT
Re: Idea Time! on 08/31/2015 10:35 PM CDT
Re: Idea Time! on 08/31/2015 11:30 PM CDT
Yup, I hope to have it out to test first. Crossbow stats are done. I'm mired in how to handle mechanism crafting.
What if the Engineering halls would have molds and furnaces for making the gears and wire used for mechanisms. Players would PUSH INGOT WITH (small/medium/large) MOLD to get an unfinished mechanism. Then depending on the size you'd tinker on it with pliers, a chisel and a vice. Portable molds are also a possibility for the Tinkerer on the go.
5 volume of metal would make 5 small, 2 medium and 1 large mechanism. With the appropriate crafting techniques this would double and with less RT. Mechanisms would retain the suitability factor of the metal used (I'm going to add a new metal variable to govern how good mechanisms are). If stacked with other mechanisms the suitability would average out like remedies and some other goods.
A light crossbow might need 5 pieces of lumber, 1 medium mechanism and 1 bow string. A heavy crossbow might need 6 lumber, 1 large mechanism and 1 bow string. The actual crafting of the crossbow would be shorter to compensate for the added time spent making mechanisms.
It is always tricky trying to make the crafting process realistic, distinct in its steps, and yet not too unbalanced compared to the other systems.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
What if the Engineering halls would have molds and furnaces for making the gears and wire used for mechanisms. Players would PUSH INGOT WITH (small/medium/large) MOLD to get an unfinished mechanism. Then depending on the size you'd tinker on it with pliers, a chisel and a vice. Portable molds are also a possibility for the Tinkerer on the go.
5 volume of metal would make 5 small, 2 medium and 1 large mechanism. With the appropriate crafting techniques this would double and with less RT. Mechanisms would retain the suitability factor of the metal used (I'm going to add a new metal variable to govern how good mechanisms are). If stacked with other mechanisms the suitability would average out like remedies and some other goods.
A light crossbow might need 5 pieces of lumber, 1 medium mechanism and 1 bow string. A heavy crossbow might need 6 lumber, 1 large mechanism and 1 bow string. The actual crafting of the crossbow would be shorter to compensate for the added time spent making mechanisms.
It is always tricky trying to make the crafting process realistic, distinct in its steps, and yet not too unbalanced compared to the other systems.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 09/01/2015 07:20 AM CDT
>>The actual crafting of the crossbow would be shorter to compensate for the added time spent making mechanisms.
My concern when reading this is if those "prep" stages are going to teach tinkering well.
I'm not a fan of the time it takes to make ingots (and repair tools, actually) because it never moves my exp beyond 1/34. I get why but if tinkering has more stuff that is "low" skill prep work and less time doing at-level crafting, it means I'll be training even slower if I'm doing tinkering WOs.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
My concern when reading this is if those "prep" stages are going to teach tinkering well.
I'm not a fan of the time it takes to make ingots (and repair tools, actually) because it never moves my exp beyond 1/34. I get why but if tinkering has more stuff that is "low" skill prep work and less time doing at-level crafting, it means I'll be training even slower if I'm doing tinkering WOs.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Idea Time! on 09/01/2015 08:53 AM CDT
Re: Idea Time! on 09/01/2015 09:41 AM CDT
Re: Idea Time! on 09/01/2015 01:31 PM CDT
Re: Idea Time! on 09/01/2015 02:37 PM CDT
Re: Idea Time! on 09/01/2015 10:38 PM CDT
I'd love to know if there's anything planned for trap components. I've all but given up on boxes being fun. I'd rather skin. I may backtrain if boxes are both useful AND profitable. Right now danger > profit/time for me personally.
Monster Elec
You hear the distant echo of a savage Horde snarling in barbaric disapproval of your deeds.
Monster Elec
You hear the distant echo of a savage Horde snarling in barbaric disapproval of your deeds.
Re: Idea Time! on 09/02/2015 08:15 PM CDT
>>Im only in favor of additional steps/parts if they and their quality/stats factor into the final product
They will.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
They will.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 09/03/2015 03:31 AM CDT
Re: Idea Time! on 09/03/2015 07:35 PM CDT
It does for making the arrowheads. But there is no memory available to track it beyond that step. Engine/Math/Life limitation I cannot fix.
For example, the game might have 700 trillion arrows in it, but only a few thousand crossbows...
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
For example, the game might have 700 trillion arrows in it, but only a few thousand crossbows...
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 09/03/2015 11:05 PM CDT
>> It does for making the arrowheads. But there is no memory available to track it beyond that step. Engine/Math/Life limitation I cannot fix.
>> For example, the game might have 700 trillion arrows in it, but only a few thousand crossbows...
Ahhh.
I understand. But at the same time, getting that "perfect" fang/talon/tusk is really an accomplishment, I'd love to see it matter, even if in some other form.
Making arrowheads is just so trivial that the quality doesn't seem to matter. Maybe like < 200 skill
Re: Idea Time! on 09/04/2015 07:09 PM CDT
Hmm, well I'll have to ponder what options we have there. Perhaps modifying the arrowhead making difficulty by the difficulty of the part in relation to the arrow that will eventually be made.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 09/04/2015 07:17 PM CDT
What if we have 1 mechanism template per difficulty tier? The actual tier made won't affect the final design or time-to-craft. But it would allow them to teach while being made. There would not be work orders for mechanisms.
I'm thinking mechanisms would take 5-6 actions to make.
Then a crossbow would take about 10 actions.
This is in comparison to a composite bow that takes about 16 actions right now.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
I'm thinking mechanisms would take 5-6 actions to make.
Then a crossbow would take about 10 actions.
This is in comparison to a composite bow that takes about 16 actions right now.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Idea Time! on 09/04/2015 09:25 PM CDT
Would the different mechanisms be visible or play into the final crossbow?
like pull load crossbow mechanisms to begin with as tier 1 leading up to crank mechanisms as max tier.. for faster load times or stronger crossbows?
Then all components might be desired depending upon who it is being made for.. it would mean a greater variety of crossbow templates.. but more variety is gooood! (especially if the final template mentioned the type of mechanism used in the look or tap by default)
like pull load crossbow mechanisms to begin with as tier 1 leading up to crank mechanisms as max tier.. for faster load times or stronger crossbows?
Then all components might be desired depending upon who it is being made for.. it would mean a greater variety of crossbow templates.. but more variety is gooood! (especially if the final template mentioned the type of mechanism used in the look or tap by default)
Re: Idea Time! on 09/05/2015 12:03 AM CDT
Sadly, I lack the time to provide such customization and system differences compared to bow making.
After chatting it over with some folks, I'm now leaning towards having you choose a speed on the machine when you go to press the mechanisms. The speed would determine the difficulty. And larger pieces would just require more mechanisms.
>>turn press to 10
You select a very fast speed on the press
>>push ingot with press
With the touch of a button, the vertical gear press slams down and begins to compress the ingot.
Using a practiced hand you are able to hold the ingot tight with your steel pliers. The metal quickly cools and you flip out each of the gears.
Roundtime: 8 sec.
>> turn press to 1
You select a glacially slow setting on the press
After pressing a second button, a horizontal press crawls forward and presses against the ingot. With hardly a thought you draw the ingot out into several coils of wire. After a final flick of your wrist, the ingot is expended and you wrap up the completed mechanism.
Roundtime: 17 sec.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
After chatting it over with some folks, I'm now leaning towards having you choose a speed on the machine when you go to press the mechanisms. The speed would determine the difficulty. And larger pieces would just require more mechanisms.
>>turn press to 10
You select a very fast speed on the press
>>push ingot with press
With the touch of a button, the vertical gear press slams down and begins to compress the ingot.
Using a practiced hand you are able to hold the ingot tight with your steel pliers. The metal quickly cools and you flip out each of the gears.
Roundtime: 8 sec.
>> turn press to 1
You select a glacially slow setting on the press
After pressing a second button, a horizontal press crawls forward and presses against the ingot. With hardly a thought you draw the ingot out into several coils of wire. After a final flick of your wrist, the ingot is expended and you wrap up the completed mechanism.
Roundtime: 17 sec.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes