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Join Date: Dec 2007
Posts: 142
# 1 Star Trek IP Crafting, Redux
09-14-2010, 08:48 PM
Eryxx saw the link to this idea in my signature, going to a long-ago closed thread, and suggested I repost it for new discussion. So here goes...

What STO has as a crafting system has long been seen as inadequate, or even not a "true crafting system". To bring traditional crafting elements into the 25th century and into Star Trek IP relevance, I'd propose this:

There can be a standing order from your faction's R&D groups to keep an eye out for new and unique technologies (replicator patterns) in your travels. When you find them you offer them to R&D (or sell them) and as a reward, R&D sends you instructions to reproduce the item in your replicator systems. Introduced here is a traditional pattern-drop mechanism that, in turn, becomes a part of the game economy.

However, not everything can be replicated. Certain power sources, materials, etc., can only be collected. So there will still be material collection in order to craft items. This follows the IP well as there are often materials--such as antimatter--that simply can't be replicated but are vital components of larger devices.

The "skill grind" can be optional. Personally I don't like having to make twenty useless items just to watch my skill level tick, so it could either be done away with or the current Memory Alpha model can be used.

You'll either need the currency or skill to acquire the needed materials; some of those materials might be bind on pickup, to further require a certain "level" to acquire.

Another possible restriction might be "replicator level". Basically each tier of ship has a more sophisticated replicator system, capable of replicating more complex (high-level) items.

So there ya go.. a faction-nonspecific crafting system to satisfy those who want one, that fits well within the established IP.

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Eryxx, if he doesn't see the thread, added some additional thoughts, expanding the functionality and boosting the value of other game aspects:

I was just thinking you may want to repost this idea in a live thread and relink to it. I would enjoy such a system (and the process could be performed in our Science/Engineering Labs aboard ship, giving players something to actually do there.)

I also wouldn't mind seeing some sort of "experimentation" option which has a chance to improve, degrade, or destroy the resulting item. Something like: 50% chance to improve somewhat, 30% chance to improve significantly, 10% chance to degrade somewhat, 5% chance to degrade significantly, 3% chance to destroy, 2% chance to improve incredibly (these are only examples.) Players could also have a choice of which stat (or stats) on a "recipe" they want to try and improve, i.e. damage and/or knockback for weapons, Sensor Array bonus for deflectors, etc.) You could even allow experiments to stack for truly unique and superior items, i.e., you just boosted the damage output of a plasma pistol, now you run it through again to boost the plasma fire duration, etc. Maybe the stacking process could slightly reduce the odds of a success each time, to avoid having too many "uber-items" ingame? Just some ideas. There also should probably be some limit as to how many times an item can be experimented on so ALL stats cannot become uber, maybe 3 times?

I would also love to to have the replicators "deconstruct" items back into their raw components, although not as may as they took to create originally, as some material would be lost in the deconstruction process. Perhaps a random chance of 70% to 95% return of materials, maybe some sort of crafting "training" or a minigame could give a buff to improve your chances.

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I like the experimentation/deconstruct ideas. Based also on materials, it reminds me of the World of ******** Enchanting profession, redesigned to fit the Star Trek reality nicely.
Join Date: Dec 2007
Posts: 142
# 2
09-21-2010, 03:11 PM
Rikaelus: I really think your crafting idea has a lot of merit. I can also see some of the neat social effects it could have in-game. Players see a teammate fighting with a radical new weapons design and they have to ask the user how it was created and where to get components. If the components are only available in certain systems or systems, that gives a player reason to 'go exploring' for it. Other players might even find extra of items that won't replicate and consider trades or sales. I'm not sure I like the idea of being able to buy everything to make upgrades with. I hope they use your idea or some form of it as an improvement.
Join Date: Dec 2007
Posts: 142
# 3
09-21-2010, 03:19 PM
Quote:
Originally Posted by skyray View Post
Rikaelus: I really think your crafting idea has a lot of merit. I can also see some of the neat social effects it could have in-game. Players see a teammate fighting with a radical new weapons design and they have to ask the user how it was created and where to get components. If the components are only available in certain systems or systems, that gives a player reason to 'go exploring' for it. Other players might even find extra of items that won't replicate and consider trades or sales. I'm not sure I like the idea of being able to buy everything to make upgrades with. I hope they use your idea or some form of it as an improvement.
Thanks for the feedback (and subsequently the bump).

I hadn't considered that angle to the benefits. Good call. Not only would this system add more to the economy (and I agree, not everything should be purchasable), but also promotes exploration or revisiting of sectors the player may have moved past.

It might even be something they could factor into sector space; sensors being able to pick up trace readings of certain materials as you pass systems at warp. Many times (in Voyager at least) we see them using long range sensors to scan for vital materials. This would play nicely into that.
Join Date: Dec 2007
Posts: 142
# 4
09-26-2010, 09:04 AM
I would love to see a true modification or production system, personally i think the BO's skills and captains sould be linked to this, picard wouldn't modify the warp the warp core it was jordi or data. i got a ton of boff's not doing anything but sucking up bandwidth that could be better used for more open sector space.

i think the revamps to alpha centory were week, and the player production was very poorly concieved. the game seems more about the fat loot drops which would trump anything in the R&D tables. the game has turned into some weird evil spawn of WoW and spaceships . cosmetically the ships look great fuctional simplicity is nice but the deviation between higher tiers and lower tier is rediculous. in fleet battles in the movies and all sizes were used. look at the battle between the feds and the cardasian. miranda class were everywere, as it should be.

I'm gonna go on a limb here but there are a few reasons why a crafting system is not needed in the game.
1) loot drops and ind instance rewards from missions trump manufacturing in the time it takes to build vs. the time it takes to find or earn.

2) along with special currency ie... marks of honor, exploration badges can be gained quicker than it takes to earn them from crafting.

3) the distance / time to gain x amount of materials to produce, out wieghs the benifit.

4) if you haven't noticed everything is nice and tight have a developed manufacturing system does not conform with the overall arcade feel. planets are seconds away you can travel across the universe in 5 minutes. there really is no reason for the transwarps its really not that far away. ground maps are small with finite paths for to follow, there is no nuetral zone.

this game is an el33tist style of video game production, thats why there is huge deviation between ship tiers. i dont like it because it seems boring.

what needs to change nothing, leave STO the way it is an the path its on people love games like this. launch a second server the mirrior universe, few instances few missions and open pvp and fleet area control. that is player driven content. use sector space chase a guy down target the warp engines shoot when you do enough dmg they come out warp the instance is made like a contact. they can build from there
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