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Ultimate Star Trek Online Crafting & Economy solution
This is all of it, all in one. This is a skill-based economy, around building up our characters. Rather than crafting physical "stuff" like phasers, or ship components, it's about getting and earning (and selling/trading) skills and skill credits. It's a possible wet dream for crafting the scope and nature of your character. Once implemented, this would later extend to a second level of Crafting where you could build, and design, actual skills and training programs for others.. but that's secondary to the core system, which is here. The final crafting solution would be a driver to this.
In ******** terms, you're a blacksmith or a tailor. Here, you'd design Combat training. Or Science training. The ones below--that do one thing, at about 0.25% per rank, are the "Commons". Player builts would be "Greens" and either do two things at 0.25% or one per rank at 0.5%. Rares would do 3 or more at varying percentages. Ultra-rares, or epics, may go as high as as 1% per rank. Short highlights:
It's very simple. First off: this is only tier 1 of a possible economy; there's other stuff that can come up later like dilithium, latinum, and any number of other things. This is just one part of it. The most important thing is -- money, for most societies that aren't Ferengi, has never been shown to be a driving force in Trek. It's not for the Federation, or Romulans, or Klingons. There are financial concerns on the capital/faction level, of course. They outright talk about the Klingon military economy often, for their fleet. But that's over our heads as players and a lore thing. This is a solution for us that actually may not be that hard for the Devs to implement, relatively speaking. That Ultimate Star Trek Online Crafting & Economy solution What: Skills and knowledge as an economy. Skills to flesh out and customize yourself. Each character can learn up to 10 skills. Each skill is ranked from 1-100.Limitations: You need to chose a Primary Family. The families are Physical, Sciences, Engineering, Combat, and Social. If you choose Engineering as your Primary Family, all your Primary Skills must be engineering skills. Your Secondary Skills can be anything, so you can take ten Engineering if that is your Primary.How to advance: Skill Credits will randomly drop as a part of normal loot (rare) or as uncommon random rewards (for mission completions). Each merit can apply 1 Skill Point to a Primary skill or 2 Skill Points to two different Secondary skills. Suggested Skill Credit drop rate: 5% per loot opportunity for ONLY equal-level kills. If you're Captain 5, you have to take out at least a Captain 5 enemy. PVP kills also will grant them. For each at-least -5 mission completion, you will have a 20% chance to get a Skill Credit drop.Can I trade or sell Skill Credit tokens or rare Skills? Yes. Knowledge and experience is the real economy in Trek; this reflects this.Can I trade or sell spent Skill Credit tokens or equipped rare Skills? Never. Once used, they are yours only.How do I obtain Skills? Go to a Common Skills vendor in the core, major Starbases. However, some skills are World Drops. Each time someone earns a Skill Credit token, there is a 5% chance of one of these randomly dropping.What would this economy look like? Like whatever the players set it as.How will this grow in the future? New general skills should be regularly added based on real martial arts, real diplomatic things, player suggestion threads (like this one), real sciences, real changes in-game, and any amount of cribbing from places like Wikipedia and Memory-Alpha.org. Three years after such a system launches, since Skills are basically text and attribute modifiers, we could have hundreds of such possibilities and limitless character combinations. Top-level categories for skills:
(All of these will be expanded as the thread grows) Physical skills:
Rare physical examples:
Sciences skills:
Engineering skills:
Rare engineering examples:
Combat skills: (To be done) Ship combat/piloting, firewarms... Social skills: (To be expanded)
Please reply below with suggestions and feedback, and ESPECIALLY suggestions for skils. Keep them in the same ballpark league. Only the melee ones you'll note generally grant two small bonuses; see how the Rares otherwise grant multiple bonuses. That would be their value. Focus on suggesting regular ones, at first. Real Trek things, IRL skills, military skills, anything and everything. Don't skimp on the Social ones. Eventually, I was envisioning at least 20 general skills under each category at least 5-10 rares under each. Originally done up loosely in this post: http://forums.startrekonline.com/sho...d.php?t=120448 |
Reserved for later expansion of Combat skills to here.
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Reserved for later expansion of Engineering skills to here.
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Reserved for later expansion of Physical skills to here.
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Reserved for later expansion of Science skills to here.
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Reserved for later expansion of Social skills to here.
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I don't see how this is crafting at all - one of the key points of crafting is that you make stuff both to use and to trade with other players.
As for the economy part of it, at best, I think you just create a parallel economy where skill credits become the SoJ for STO. So I don't think this is the Ultimate solution for anything. |
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Interesting, but only if they do another game.
This idea is nothing for Cryptic though, its too complicated for them to understand or implement. Cryptic is simple, shallow, easy. You should really take this idea to a different company that creates a new game. |
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So this is a skill system, that might lead to something vaguely resembling crafting later. Given that we already have a skill system in place, Cryptic should focus on refining and improving that rather than implementing a parallel one. |
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