Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Ideas for crafting
06-17-2010, 02:35 PM
A new crafting system. Just one idea:

Starfleet only sells Phaserweapons, the KDF only Disruptorweapons. Both also sell Photon and Quantum Torpedos. Also only the basic kind of shields, deflector or engines will be sold. And like now, only Mk I, III, V, VII and IX can be bought.

Every other kind of equipment has to be replicated by someone who has the "construction plans" for it.

To construct someting, you have to have the "plans" for it, and enough anomalies, then got to an "industrial replicator", maybe on Memory Alpha, and construct it.

On character generation you can chosse, which way of crafting you want to join. Crafting Engineers craft Ship Equipment. Tactical Crafters craft Ground Equipment and Batterys. Scientific Crafters don't craft things, but they make crafted things better. The type of crafting is not based on the class. It can be choosen freely.

Example:
The Engineer is the only one who can craft a basic transphasic torpedo thrower.
The Tactical ist the only one who can craft a basic polaron beam pistol.
The Scientific can modify these things to have higher crit or higher damage.

White, some green and maybe even some blue plans are sold from vendors all over the galaxy. Purple ist loot or reward only.

With exploration or pvp marks you can buy the plans for Mk II, IV, VI, VII and X equipment, and the plans to improve those devices.

The exchange areas gets "market places". These are terminals for better trade. A crafter can pose his recipes and set a price for it, the price can be only credits (if the crafter has everything needed to craft) or credits plus needed anomalies (if he doesn't have it). This system get's sure, the crafter hasn't to be one a special place to get something sold. Instead of that, he can play on.

If wanted, there can be also a leveling system.
The crafter can only craft thing, he could use at his current grade.
Every time, something is crafted, you earn crafting skill points.
If you spend the points to p.e. Beam Weapons Crafter, all crafted Beam weapons have higher basic damage.
If he has Beam Weapons Crafter at nine, all his crafted beam weapons have a higher chance to proc their special ability.

In Star Trek nearby everything can get replicated, but, someone has to create a plan for it first. Every ship has shields, phasers and engines, but in the time the ships are on duty, their crew improves them. That was the idea behind the crafting system.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-17-2010, 04:06 PM
This is an interesting idea. But maybe character creation would be a little too soon to pick your path.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-17-2010, 04:22 PM
Quote:
Originally Posted by Trekkie1961
This is an interesting idea. But maybe character creation would be a little too soon to pick your path.
Not if you were making a noncombat crafter

They are missing a very large boat on that. Cryptic needs to acknowledge that STO is not a canon loyal game and start given the people who want to play STO (that aren't for lack of the game play they are looking for) what they want. They could almost double the population of STO if they invest time into developing a robust set of noncombat "class" options. Crafting classes should be at the top of that list of development.

Someone slammed this view saying "STO is not Farmville". Well, not it is not but to ignore the 66 million farmvil players and what that number represents in potentual income if they do include noncombat crafting and other comunity/civilization support classes as game play options. Don't turn STO into STOville but taking a cue is in order.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-17-2010, 04:57 PM
Quote:
Originally Posted by Ayenn
Not if you were making a noncombat crafter
This is true.

Quote:
Originally Posted by Ayenn
They are missing a very large boat on that. Cryptic needs to acknowledge that STO is not a canon loyal game and start given the people who want to play STO (that aren't for lack of the game play they are looking for) what they want. They could almost double the population of STO if they invest time into developing a robust set of noncombat "class" options. Crafting classes should be at the top of that list of development.
Right again. Not all gamers like to shoot everything in site. Also there are those who like to take a break from doing so every now and then.
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