Ultimate Star Trek Online Crafting & Economy solution
View Single Post
Join Date: Dec 2007
02-23-2010, 11:07 AM
I have to agree I dont see how this is crafting or a total economy at all. This is just a skill system but instead of trading Bos you trade the skills.
Your system leaves out;
itemization - where did all my ship components and ground components go?
crafting - how do I build weapons, ships etc? where are materials? all non tradeable?
endgame - with a game based completely around skills ill be bored quickly unless there are literally thousands of variations on skills. which would be cool but impossible to balance.
Its an interesting concept for a skill system. Kinda complex. Blends GW, STO and a few other concepts into one. I like the concept of skill decks / spell books - but they fail if you cant change them out frequently.
I really wish we had skill trees we could level up for each ship in the game. It would have been nice if each ship had something moe unique than size, slots and HP. If you play the ship longer you get more points to level up skills for that ship. Crafting could unlock the ability to expand slots and seats on the ships. So the ship holds the skill points and the skill tree, not the pilot & Bos. This way you can fly around in whatever ship you want and level it as a truly skill based experience. If you want to fly the miranda for the whole game, so be it. The ship you choose is still very much a part of your character and should play this way. IMO.
I think cryptic went with the simple to understand route of progression and tiers of ships, skills and BOs because thats easy to grasp for most folks. Oddly enough they took a very simple ship and item system and made it overly complex with a poorly documented (and goofy) skill system