Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-20-2010, 12:40 AM
Quote:
Originally Posted by ShinobiDragoon View Post
But are there any abilities that wouldn't fall into the category of overpowered combos, or for simplicity/to avoid argument just restrict stacking of all abilities on kits?
For simplicity, restrict stacking of any effect. That way, we never have to worry about balance issues.
Quote:
Originally Posted by ShinobiDragoon View Post
Should it be possible to extract a component from a completed kit, in the event you don't like the combination/want to upgrade (using the same method and costs as extracting a component from a standard kit)?
No, I envision a difference between what we call 'components' (i.e., the effect, such as Force Field Dome) and crafting materials (e.g., anomaly data, or a lesser item like a white kit). You can always deconstruct an end-product into crafting materials. But to add a 'component' to a new end-product design/recipe/pattern, you would need to use crafting materials, not simply another end-product that already has that 'component' built-in.

My reasoning is that this encourages gathering/harvesting as part of the crafting meta-game, which provides both a time and money sink.
Quote:
Originally Posted by ShinobiDragoon View Post
For that matter, should a crafted kit be truly permanent, or should it be possible to use crafting to "overwrite" a component?
An end-product should be permanent, using the above reasoning.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-20-2010, 10:52 AM
Quote:
Originally Posted by Matt_Dravis
No, I envision a difference between what we call 'components' (i.e., the effect, such as Force Field Dome) and crafting materials (e.g., anomaly data, or a lesser item like a white kit). You can always deconstruct an end-product into crafting materials. But to add a 'component' to a new end-product design/recipe/pattern, you would need to use crafting materials, not simply another end-product that already has that 'component' built-in.
I think either you misunderstood what I was asking, or I'm misunderstanding your response. In either case, I'll try to rephrase the question.

With the crafting plan (as I've described it thus far), the player collects "components" by taking the standard kits that already exist in the game and extracting an ability from it using anomaly data at a crafting station.

Now let's say that a player has already gone through the steps and has created a kit with 3 rank 2 abilities and a rank 3 ability. But now he's starting to find kits with more rank 3 abilities, so he wishes to create a new kit to take advantage of this.

Can he take his older custom kit and, using the same method used for normally acquiring components (therefore costing him more anomaly data), take out a single component from his custom kit? Then he turns around and, using this component along with others he has gathered, constructs a new kit.

This wouldn't break the permanent nature of crafted kits, it would just give a player one more source for gathering the right parts for crafting kits.

Or did you have a different concept of how to create the components?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-25-2010, 08:43 AM
Quote:
Originally Posted by ShinobiDragoon View Post
I think either you misunderstood what I was asking, or I'm misunderstanding your response. In either case, I'll try to rephrase the question.

With the crafting plan (as I've described it thus far), the player collects "components" by taking the standard kits that already exist in the game and extracting an ability from it using anomaly data at a crafting station.

Now let's say that a player has already gone through the steps and has created a kit with 3 rank 2 abilities and a rank 3 ability. But now he's starting to find kits with more rank 3 abilities, so he wishes to create a new kit to take advantage of this.

Can he take his older custom kit and, using the same method used for normally acquiring components (therefore costing him more anomaly data), take out a single component from his custom kit? Then he turns around and, using this component along with others he has gathered, constructs a new kit.

This wouldn't break the permanent nature of crafted kits, it would just give a player one more source for gathering the right parts for crafting kits.

Or did you have a different concept of how to create the components?
Sorry I had missed this. My concept for creating components (i.e., the abilities that go onto kits, weapons, armour, etc.) is by using crafting materials (such as anomaly data, other kits/weapons/etc., consumables, etc.) and learning how to make a specific component.

Some component designs (aka 'patterns', 'recipes', 'blueprints', 'schematics', etc.) can be learned from vendors. Other component designs must be discovered through the use of a player ability (let's call it 'Design Research') that has a long cooldown and uses up crafting materials during each attempt to discover a new design. Perhaps there are different specialised 'Design Research' abilities for different component trees, and perhaps the player is constrained to only one or a few 'Design Research' abilities. This means that no single player can be able to construct everything within a single profession, so players will be dependent upon variation among the player base.

Regarding extracting crafted components from already crafted end-products -- such as 'Supply Drone' from a pre-existing (or constructed) kit -- I would say no. I would say that end-products can be deconstructed into crafting materials, and some end-products might be needed as crafting materials for other end-products (or even merely components). But there should not be a 1:1 relationship between end-products and component creation.

Why am I making it so difficult to craft? Well, we should be able to craft things that are much better than what we can find or purchase in the game. By making crafted end-products much better than in situ items, the system encourages variety and player-driven economics. It also provides incentive for crafting altogether.

How do we prevent this from diminishing the incentive for end-game content (e.g., STFs and daily marks/vendors)? Perhaps some of the better designs can be found from the end-game content. Perhaps some of the better designs require crafting materials that can only be extracted from end-game content.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-25-2010, 09:36 AM
Great idea. As tactical officer, I'd like to combine the Photon grenade, Focus fire, Rally Cry and Overwatch into one kit, as those are the ones I use most often. Unfortunately, there's no such thing available.

I also like the idea of visualizing things. A grenade, for instance, could show up as items on a waist/chest belt.

This definitely needs to be implemented in some future update!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-26-2010, 01:18 AM
Man, I thought this thread would continue even in my absence (I've been preparing for a deployment to Iraq, and now I'm finally there), but I guess not. Does anyone else have any suggestions on how this could work?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
06-27-2010, 06:40 PM
I like this idea

Customizing Kit should be tied to the Memory Alpha R&D, they should have their own tab, you could create a Rare Kit with the abilities of your choice, you have X points available on your kit and Y slots (both X and Y increase based on Mark) and each ability cost a fixed amount of points based on rank of the ability itself, so you can mix them as you prefer but you can't create an overpowered kit.

Also I'd like to see the graphic customization part, but instead of having skills tied to physical parts, I prefer a "tailor" system, you design your own kit, choosing which part you want it to have. (The only limit is like it is now, each career has it's own kit parts, no mix between different career kits)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
07-01-2010, 09:56 AM
Since the Crafting method seems to be getting all the support here, I'll remove the other idea from the first post. Any other ideas to improve the suggestion, or maybe even something entirely different? What should Cryptic do with the Exploration/Valor shops for kits in Battlegroup Omega? Matt_Dravis suggested "recipes" for components, so I suppose the Exploration/Valor shops could be changed to sell some of the higher-tier ability designs if that method is used, but maybe there's something else? Should components or component designs be droppable in normal missions? Perhaps add additional component designs with passive effects, for those people who only want 1 or 2 active abilities?
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