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There is reason for that , you taking away 11 mins(on 50 min day cycle) from play of somone not o mention if something happened like horne flying inside house would interup the crafing
While idea of air drops every now and then would be nice (random place on map if your unlucky it lands on oher side) and has lots zombies around it , but good stuff too loot your crafing thing dont makes much sense while "now crafing" don les you craft guns whole "repairing gun A wih gun B makes more sense then you think , you replace "better parts" from gun B and repair your weapon
I like idea of oher game who i don remember game but its apocalupse mmo , it had guns who were from crafing(you know....self crafted guns are not pretty" and modern ones who are only from loot and i hink that could be added to craft instead
Also with the skill system they are adding it give craftsman a value since well like you said not everyone going want wait to learn alot patterns.
Imagine an interface box off to the side of your inventory that is your "what I'm thinking about" box (maybe there is a picture of a brain in the background). When you place items into that box, you begin thinking about them and when you've thought about them long enough (some things are more complicated or harder to master than others), you get a blueprint for that item. "Thinking" just means that you are online and doing stuff. This limits the speed of blueprint construction without boring the player to death. You also introduce a strategic problem managing what you are thinking about and a market for blueprints (maybe you need a drafting table to draw up a blueprint so you can trade it).
A similar system could be used for invention--maybe you get a menu of everything that can be made and select what you want to learn to make. The traditional way to do this sort of thing is with a tech tree, but that doesn't necessarily need to be the case. The tech tree does two things: 1) introduces prerequisites; and 2) blinds the character from techs that aren't possible yet (and then surprises the player when they open up that new tech level). Reverse engineering could allow players to skip steps in the tech tree (maybe even backfilling prerequisite steps). Or thought of in a different way, reverse engineering could just speed up the rate at which the skill tree is traversed (if you are researching a tech a particupar item is dependant on, putting that item in the reverse engineering box speeds up your progress while destroying the item).