Reading this thread got me thinking,
so how would a skill based crafting mini-game were you have to do research,testing and experiment with amount and types of materials to get different outcomes look like? The standard non mini-game should still be an ingame option if you cant or don't want to for some reason.
Example for generic health pot:
Standard, 10 herbs + 5 vials = 5 t1 health pots.
Mini-game, nail the game part with same ingredients = 2 t1 health pots, 3 t2 health pots. The mortar and pestle are like an extension you and your expertise, those herbs didn't stand a chance.
If you fail the mini-game 1 vial breaks you only get 4 health pots.
Lets say you have 2 slots for experimentation done some testing and research:
S, 7 herbs + 10 vials +[1 water] +[1 bug juice] = 10 t1 health pots
M-G, nail the game part with same ingredients = 4 t1 health pots, 6 t2 health pots, damn! that bug juice was antiseptic as hell.
Super-fail the mini-game you get bug juice in your eye, drop a vial and step on it, -20hp -1 vial +7 health pots and 2 empty vials.
Experienced epic crafter gets 20% chance to get 10 t2 health pots or something if they do good in the mini-game.
All this doesn't really matter and the market you cant do much about but the mini-game tho,
any ideas on what could it be? Should it be different for each type of craft?