Lt. Commander
Join Date: Dec 2007
Posts: 120
Quote:
Originally Posted by Jean-Luc Picard, "The First Duty"
The first duty of every Starfleet officer is to the truth, whether it's scientific truth or historical truth or personal truth! It is the guiding principle on which Starfleet is based!
What sort of crafting system do we need in Star Trek Online?

We don't need one like ********, where you gather mining ores, or herbs, or cloth, to "craft" various physical objects.

We don't need one like EVE Online, where you mine or loot, or create scientifically various physical objects.

In fact, I urge Cryptic to outright reject any notion of crafting physical "things".

Why?




It's just not Trek-like. It's the 25th century in-game. There is nearly free energy. There are replicators. "Stuff" has little meaning, in the 21st century context.

It's a new type of MMO. It's the 21st century in-real life. Change is in the air. You guys have a chance to do something original, in the 1950s rock and roll context.




Give us a crafting system that:
  • Doesn't rely on physical "stuff".
  • Relies entirely on knowledge, training and skills.
  • Can be worked on **NOT** on timed schedules--emphatically not like EVE Online.
  • In ********, if I'm insane, have vast amounts of "gold" and are committed, I can level a skill from 1-450/max level in one day. Or at my own pace. We should be able to do that too in theory.

What will we actually "craft"? Ourselves:
  1. Skills.
  2. Knowledge.
  3. Abilities.
  4. Traits.
  5. Attributes.


Example things we can train/craft, give each 50 ranks, like our levels. Let us train a maximum of 10 at any given time. The Star Trek man is a renaissance man, after all. The big thing is that these would be things ANYONE can learn. The crafting system would the actually getting the ranks from 1-50. By having 10 maximum, that's a lot of crafting to do, and would let you significantly bump up your character customization. Dramatically. Possible examples:
  1. Weightlifting: Extra melee physical damage. Precedent: Big dudes like Worf. Each rank increases physical damage by 1%.
  2. Warp core engineering: Actually faster warp speed travel time in sector space. Precedent: Tom Paris, Warp 10. Geordi: Any number of extended 9.8+ trips. Each rank 1-50 increases warp travel speed by 1%.
  3. Equipment enhancements: various small abilities on your gear. 1-10: tricorder ground scans leave visible waypoint on nearby targets for 10 seconds. 11-20: Basic weapon cooldown, -0.4 seconds, and so on. Precedent: Wesley and others are always tinkering with and enhancing stuff.
  4. Stellar cartography: Ability to find anomalies in Exploration areas at a greater range of 2% per rank.
  5. Track and field: increase your sprint speed by 1% for each rank.
  6. Diplomacy (once we have diplomacy missions, which are coming): 1% more likely to succeed/get favorable response per rank.
  7. Tribble breeding: increase tribble spawn time by 1% per rank.
  8. Terrestrial forensics: 0.5% increased likelihood of causing a loot spawn on the ground per rank on each kill.
  9. Spatial forensics: 0.5% increased likelihood of causing a loot spawn on in space per rank on each kill.
  10. Commerce: 0.5% increased sales price of all gear sold to non-replicator vendors per rank, and 0.5% reduced cost of purchase from all non-replicator vendors per rank.
  11. Replicator efficiency: 1% reduced replicator cost on purchases per rank.


How do you get points, and level 1-50 times 10? By getting some sort of Training Merit. Did you complete a ground mission? You get a chance to get a Training Merit that applies to certain "categories" of Training Skills--maybe it would apply to the "Surface" category, which is Track & Field, Spatial forensics, and Swordfighting Training Skills. You can apply the Training Merit to one of your existing skills. Each application can earn you 1-4 points in that skill. Training Merits CAN NOT be traded or sold. Completed Exploration missions? Chance for training merits that can apply to Stellar Cartography & Spatial Forensics, for example. Have other accolades trigger others -- for every 15 minutes traveling at warp speed (in motion!!) you have a chance to get a merit to bump Warp Core Engineering.

Play = rewards tailored for that play. Specialization.



...and so on. Thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-17-2010, 10:26 AM
I like it. I mean I really like it. Granted I most likely would not do any of this. I never Crafted in other MMO's
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-17-2010, 10:29 AM
I dunno.. I personally favour a system that compliments memory alpha.. I can 'buff' a rifle at memory alpha, why can't I replicate the components needed to BUILD the common rifle in the first place? .. Replicators and 'blueprints' of some sort seem kinda obvious to me

Your system is cool, but it's not crafting.. it should a seperate system all together imo
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-17-2010, 10:30 AM
Quote:
Originally Posted by Casey Jones
I dunno.. I personally favour a system that compliments memory alpha.. I can 'buff' a rifle at memory alpha, why can't I replicate the components needed to BUILD the common rifle in the first place? .. Replicators and 'blueprints' of some sort seem kinda obvious to me

Your system is cool, but it's not crafting.. it should a seperate system all together imo
Long term, if they want to do a full on Crafting system of Stuff, sure, go for it.

I think this would be much more popular though, if done first.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-17-2010, 10:34 AM
I dunno specializations in different sciences and types of engineering maybe.

The careers would each need to be beneficial to everyone though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-17-2010, 10:39 AM
Quote:
Originally Posted by tsentients
I dunno specializations in different sciences and types of engineering maybe.

The careers would each need to be beneficial to everyone though.
If there were enough careers/Training Skills they wouldn't all need to be super beneficial to everyone though, since that's subjective. Why would someone who plays engineer and specializes in space combat take Weight Lifting? They can -- it would benefit them on rare beam downs -- but it wouldn't be key.

It would benefit you, for sure, but the key would be people can tailor their hobbies/training based on their play style. A ground PVPer would differ wildly from a space explorer/diplomat, for example, versus a commerce guy that plays the Exchange.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-17-2010, 10:52 AM
Here’s how I’d do crafting:

1. Crafting takes place on shipboard.

2. You could trick your ship out to specialize in crafting at the expense of combat/science.

3. Your BO engineer is your crafter, or if a player wanted to concentrate on crafting it could be a subset of engineer

4.Skills for crafting would be their own tree added to the existing skill trees

5. The quality/power of what you craft is dependent upon skill level, crafting tools, and ingredient. This means that you have to have high skills, good tools, and great ingredient you make the most powerful items. So, while everybody could craft a phaser pistol the most powerful phaser pistols come from this combination.

6. I’d add quality to the drops of ingredients in order that only the best drops would come from the highest level play. This way there’d be interaction between the fighters getting the ingredient drops and the crafters that need the drops.

7. I’d allow anything above power X to have a customizable name by the crafter.

8. Memory alpha would be changed to Starfleet Engineering and would be the place for “crafting training”.

9. I’d not master list all items onto the auction servers. Rather each star base would have their own auction server for crafted items. This would force either crafters or their delivery folks to post items on different star bases.

10. I’d change the deep space encounters in such a way that you couldn’t opt out and crafters would run the risk of losing their goods if they weren’t escorted.


Anyhow, just some ideas for what they are worth and yes I did take this directly from another game that decided it was "not fun enough" and dumped it for a generic everybody makes exactly the same thing system. That game now hear's crickets at all hours of the day 24/7.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-17-2010, 10:35 AM
Hello,

I sort of agree with the other person you have some good ideas just not what I would call crafting. Their is only really one way to do crafting that is having a set of blue prints, then some resources and an ability to combine the two elements to produce a product.

SWG in my view had the best system in which you hand made an item to create the blue prints then could run off a number of items in a factory. Eve copied this idea but made it simple as they did not put in the quality of resources effecting the output.

It is not a million miles away from the OU EQ crafting however for that you had to hand make every item. You just ended up with a lot of pointless items nobody wanted for the sake of leveling in crafting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-17-2010, 11:26 AM
I think this is a great idea, so long as some of those items have meaning.

Knowledge for example, could give bonuses to various stats against certain ships (because you've studied how they work). A simple example I appreciate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-17-2010, 11:35 AM
So basically "Research & Development" instead of crafting.

Like it.

Oh, and...I'd like to do that from my bridge
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 10:33 PM.