It makes some sense to me that the usage of a tool can lead to damage it.
So at every use a tool should have a associated risk of damage, that risk would be higher as the resource is closer to depletion.
For example, if
1. After gathering the resource will stay in 60% to 99% of it's max, risk should be minimum so the possible tool damage would be random from 0% to 5%
2. After gathering the resource will stay in 30% to 59% of it's max, risk should be medium so the possible tool damage would be random from 10% to 50%
3. After gathering the resource will stay in 1% to 29% of it's max, risk should be high so the possible tool damage would be random from 20% to 70%
4. After gathering the resource will stay at 0% of it's max (depleted), risk should be very high so the possible tool damage would be random from 40% to 100%
The damage penalize the tool efectiveness for some amount of uses or until item regroup. Or we can be more creative and have a guild with tool repairing ability (smiths,etc..)
This would require that tool efectiveness and player skill should be considered as factors to the amount of resources gathered per use, we could have a formula like this:
[b]Gathered_QTD = Trunc ( ToolEfectiveness * ( 1 + Trunc(PlayerSkill / ToolExpertiseLevel) ) )[/b]
Where:
[b]ToolEfectiveness[/b] would be 1 (100%) when not damaged and 0 (0%) when fully damaged
[b]PlayerSkill[/b] would be based in the current player stat
[b]ToolExpertiseLevel[/b] would be the skill level required to take advantage of the tool and collect more than one resource in just one use. This already exists, is tool dependent and i belive it's between 50 and 90..(?)
[b]Expected beneficts:[/b]
1. Players could be lead to avoid depletion to protect their tool
2. Since players will need to gather many resources to raise their stat they may be willing to let the resource at max regeneration level
3. In time Players with high collecting stats will tend to only be able to gather in locations with many resources or their tool will be damaged
Known exploits:
1. In shared tools when close to regroup the player can easily risk the depletion
note:
This is a slightly modified re-sugestion from [url="http://magicduel.invisionzone.com/topic/12940-resource-skills-and-how-they-effect-collecting/page__view__findpost__p__121540"]Resource skills and how they effect collecting[/url]
edit: spelling