Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-25-2010, 09:41 PM
My previous crafting idea was in this thread: A Crafting Manifesto

The main idea is to add multiple professions so that not every player is able to craft every item. Crafting is meant to foster interaction with between players, and thus spark an economy.

The idea merges the casual crafting that wow has with a random element I called Experimental crafting to allow endgame use.


Concerning Ship crafting:

Ship crafting is interesting. For ship crafting to be successful, rarity levels need to be brought to ships. IE from a vendor your can only get a common rarity ship which has the basic stats, but crafted ships like other in game items could be uncommon (green) or rare (blue) or very rare (purple). Stats bonuses would have to be incorporated into ships.

How big of a stats improvement that this incorporates will depend on balance and how vital the devs want to make ships. Extra Console slot or a BO promoted slot will make ships very desirable, and maybe even mandatory for endgame players. Other stats upgrades such as bonus power or pure attack or defensive bonuses could depending on the size of the bonus make ships an important upgrade. Only upgrading Armor/Crew stats will though make them not be as interesting as they could be. Another idea is that ships add a skill stat bonus to the captain to certain skills thus directing certain ships to abilities. Like a Nebula has support science skill bonuses while a Recon Science Vessel would have more offensive power bonuses. Special abilities would also be cool.

A tier system could also be set up. IE this idea was released in Season 4 then the best ships in season 4 would be green quality crafted Tier 5 ships. Season 5 it would be blue quality, season 6 would be purple quality. Season 7 would upgrade to Tier 6 common and the process would begin again.

C-Store ships would also upgrade, but buying the ship would be more like buying a license to the ship. You would still get the Common ship for free, but players would have to crafted the green quality ship just like other players. Players would have not bought the C-Store ships could not use the crafted version of those ships.


How ship crafting should work:

First I believe that ships crafting should take time. I also think that the player should have daily missions that completes his ship project faster. Other players would also be able to help out a player in completing his ship project faster.

A player would get his parts together. Multiple professions would have to contribute items to make a starship. Some profession contributing more then other depending on the primary focus of the profession and the type of ship made. Meaning a weapons designer would contribute more parts for a escort then a science vessel were an Astro Systems designer would contribute more parts. Some parts would also have to be bought with emblem style currency or looted from STF bosses or received from special missions.

The player would take these parts to the faction shipyard. There they would interact with the Master shipyard engineer and he would take the parts and start the clock on building the players ship. A ship would take a couple of days to build. Normal ship building time would take maybe 10 or 15 days. A player though is ABLE to decrease the ship building process by doing a daily mission. Each time the daily mission is done it cuts 12 hours from the build time. Each player also has the ability to work on 2 other players projects each day. Thus if a player and 2 friends work other their ships together each day, a 10 day ship will be done in 4 days, a 15 day ship in 6. While a player working on a 10 day ship solo would require 7 days.

More player interaction.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-25-2010, 09:55 PM
I support this idea. Also, the ship could be damaged, and need to be repaired, so you pop into your other ship. Of course, for this to be workable each ship REALLY needs to save it's own keyboard binds and officer loudout, so you can quickly switch between them.

(I recently switched ships with my VA just to play around 1 night, ugh, never again.. took forever to restore everything)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-25-2010, 11:27 PM
Quote:
Originally Posted by dstahl View Post
As a huge fan of crafting in games, I like any idea like that that tries to bring more crafting into STO.

We're discussing some big crafting changes that we want to make to STO and I can't wait to see us start working on this stuff. Ultimately, we want players to be able to construct their own starbase, shipyard and ships. That is where I'm trying to get to - even if it takes me a year to develop it.
Ive often thought that the three tiers, Tactical, Engineering, and science should be split up into three separate groups. As in on person can only choose one and each tier expanded on. This would also promote interatction within the game. People who need science stuff would have to seek out science people ect. promotes economy and social behavior.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-25-2010, 11:32 PM
Part of my STO Ultimate dream....

- Able to go to an asteroid by ship and mine from it. If you played aramada and armada2 we see mining vessels use "tractors beams" to gain materials from asteroids. Maybe something like that for sto would be hella cool.
- Bring materials back to your shipyard which is in space, and create a ship..with the right materials. Once the ship has began to be made, You would see the progress as its being made.. which may take sevearal "real life days" to complete.
- able to craft more items in game from, clothing, weapons, ships ect...
- tools for crafting.
- as per my mining suggest before.. maybe even special mining vessels
- refineries in space?????

again..just a dream
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-25-2010, 11:32 PM
Quote:
Originally Posted by dstahl View Post
Nothing certain yet - but we've been taking a close look at PotBS's ship crafting/loss mechanics as a possibility for top tier ships in the future. It certainly comes up frequently in discussions.
That'd be awesome. PotBS has an awesome system.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-26-2010, 12:07 AM
Quote:
Originally Posted by dstahl View Post
As a huge fan of crafting in games, I like any idea like that that tries to bring more crafting into STO.

We're discussing some big crafting changes that we want to make to STO and I can't wait to see us start working on this stuff. Ultimately, we want players to be able to construct their own starbase, shipyard and ships. That is where I'm trying to get to - even if it takes me a year to develop it.
/e awesome

That beeing said it would really be cool to see a new class that do more rely on crafting/mercenary/commerce. The ships are (while not developed into the detail) ingame - Ferengi Vessel, Trading Vessels. No one says they should have zero firepower and shuttles to fight for them

And in return for such a FED class, the KDF should get a real "pet" class.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
10-26-2010, 12:27 AM
Quote:
Originally Posted by Shadowself
I would be greatly unhappy with any system that could cause me to randomly lose either a ship *OR* an officer, for any reason. And such a system would be an option I would not use, ever. Even if my only option is to stop playing. Ships and officers are part of *MY* character. I picked them, I paid for them, and I'll be the only one to decide when it's time to write them out of the script.
Same here. Even though I'm curious what kind of system PotBS has exactly...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-26-2010, 03:22 AM
I would like to add that forcing crafting on people is also a bad idea. and since any meaningful crafting is indeed forced upon the whole population by default.....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
10-26-2010, 03:39 AM
Quote:
Originally Posted by claydermunch View Post
I would like to add that forcing crafting on people is also a bad idea. and since any meaningful crafting is indeed forced upon the whole population by default.....
I would like to counter this motion.

Meaningful crafting isn't necessarily forced on people: there will always be some items here and some items there in STO. You could also play a different role within a group than the crafter: you might be working on PvP through territory control or boosting relationships with other cultures through FDC.

Put another way, if I see an awesome milkshake that looks delicious, I'm going to work for it - I'm not going to feel forced because the item is so good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
10-26-2010, 03:44 AM
Quote:
Originally Posted by Zekren
here's a quick thought for use with rare player built ships, if you have to include losing a ship don't make it permanent, just make it unusable while it's repaired at a shipyard for a few hours/days of time logged in to fix it and if your fleet has a player owned Starbase and shipyard shave time off of the repair eta, gives a reason for fleets to build the shipyard and then encourages them to maintain it after everyone in the fleets already done with it.


Zekren
I thnk this is an awesome idea
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