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Join Date: Dec 2007
Posts: 142
# 1 How crafting should work
08-08-2010, 04:04 PM
Taking a base common item and transforming it into an epic instrument is a simple matter of engineering and science. Then method we have now in place is close and better then what was there but work still needs to be done.

First of all the limitations on what can be crafted are terrible! All the Engines are included but only one type of Deflector and Shield? Only two of each branch type kits can be crafted and the weapon selections as you progress are sad. Plasma at IV and VI but then I have to switch to Tetryon and then again to Polaron?

Why not let us craft ANYTHING?? And here is how!

Weapons; Phaser, Disruptor, Plasma, Tetryon, and Polaron, Photon, Quantum, Plasma, Transphasic and Chroniton.

Ship Equipment; Deflectors, Shields, Engines, Consoles and Devices.

Personal Equipment; Shields, Armor, Kits, Weapons and Devices (Health, Power, Shield)

Data Samples! This is the key to development! When applying how much sample is needed you need to determine two things, what level is the equipment and what are you crafting onto it!

Modifiers:
Weapons: [CrtD] [CrtH] [Dmg] [Acc]
Shields (Personal): [Cap] [PBKB] [Reg] [Ap] [Dis] [Pha] [Pla] [Tet]

A combination of Data samples is what will give you your boost on an Item. Crafting should really be a minigame of applying the proper samples in the right order to get the desired effect. So if you wanted to craft a Tachyon Deflector Array Mk IV [TB] [HS] you would be instructed to use a common Tach Deflector and apply x amount of sample A x amount samble B and etc until you applied enough sample to create your desired Deflector. This could be used with any Item.

Based on the level of Item you are creating and what bonuses you are applying you could craft green to purple by applying the proper samples in proper order. What would be great about this being a mini game is you would actually be crafting the item!

However, with this there could be a risk of failure! Failure could result in the loss of some of your samples or even the destruction of the item.

In the crafting screen it should be setup by the added power you want to apply to a device. So when I'm looking at my crafting screen and I want to apply [Cap]x3 to my Covariant Shield Array I am shown that I need samples 10xA, 8xB, 5xC, 2xD and then I need to tripple the number plus add sample E to compound the effect.

This way you can craft an uncommon Item to a very rare based on your crafting skill, samples and items you have on hand.

I'm sure others have input but this was a thought that was eating away at me for a while and I just needed to voice it.
 

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