This ^. This is exactly what i was going for.
Because i expect the player to start thinking about more lucrative ways of getting experience when they notice they have to make 10.000 [Item name here] to get halfway up to the next level in fabrication.
And decreasing the amount of experience gained from crafting when overskilled would be much more natural than having players make X item Ys before they find out they can’t get experience from it anymore.
Another (partial) solution that just popped into my mind could be an item sink. Not being able to reclaim all components when disassembling items could fix at least the flashlight grinding.[/quote]I think you already have a chance to lose some components when disassembling.
More importantly, I think that what you propose lacks the necessary effectiveness. At skill level 10, the person is supposed to be a world-class specialist in the skill, as per the design doc. However, having an exponentially decreasing skill gain will mean that, even being the absolutely most experienced person in the world in that given skill, the character will still gain experience doing the most basic tasks. With the exact system as you propose, a world-class engineer will still learn from bending nails into hooks, albeit “only” 10% as much as he would have learned otherwise.
The player absolutely must be directed to expand his knowledge, because leaving the grind window open, even for a tenth of an inch like your approach would allow, will still mean that someone will be able to grind it. Since there are easier ways to increase your skill in bypassing of the game’s survival principles, I am fairly sure that pulling the plug on the grind as entirely as possible is, in this case, a good thing.
As Binky said, and as I earlier said, the game must simply have more for the player to do. Ideally every recipe would also include its own “cap” to which it could increase a skill when practiced, instead of just using the difficulty as a base, but that’s a separate matter. For right now, the best course of action that I see is starting to pad out the game’s content so that the player never sees the need to grind, and has something to turn to for practice if/when he encounters the training cap.