Fleet Field Gen & Tac Consoles
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Join Date: Aug 2012
09-12-2013, 08:10 AM
Here's the flaw in your logic.
High prices on some things are good for cryptic, This is why the field generator was left out of embassy holdings. Its also why some things will be left out of the tac console's we'll inevitably get ahold of.
People spend real money to buy things in the cstore to sell for EC to pay for these things.
Just the other day someone went and bought 20 keys to trade me for a very rare induction coil mk xii.
We'll get the consoles, most of them, because it effectively monetizes these pieces of equipment, but we wont get all the consoles. eliminating part of the market for traders to speculate craft and deal in.
If we did, console crafting would be completely irrelevant, and you wouldn't need 100+million ec to get a perfect liberated borg romulan engineer to craft your powered alien artifacts.
100 million. that represents something like 70 master keys. at $1.25 each usd.
yea they'll monetize some consoles, most even, but not all.
They'd be stupid to do that.
Field Generators will very likely be one of the last desirable rewards from childrens toys and their price will reflect that in the future.
As for tac consoles, who knows. what i'd like to see are some viable alternatives to the vanilla energyweapon type consoles you mUst use in most cases to be effective. meaning, buffed up generic damage type tac consoles like prefire chambers that add acc or reduce cooldown or something. or DEM Consoles, or Torpedo generic damage consoles. etc.
Something that doesn't make what we have now ( mk xii phaser relays 'n induction coils, phase modulators and pulse generators) and make them irrelevant, but that gives new life to the other tac consoles that have fallen out of use because there's always something better.