There is no Crafting forum so I humbly place this here in hopes that these suggestions find fertile ground or receptive ears and minds:
Two "modest" suggestions to improve crafting in Star Trek Online:
1) Modular crafting of all colored bonuses on all items:
2) A more coherent IP scientific "technobabble" linkage to crafted items
Explanation of suggestion one (1):
A) I've often and recently heard Captain Gecko (and I've heard you on STOked) speak about modularization of ground "kits." Instead of getting pre fab kits with set and unchangeable items. How much better it would be to have an empty utility belt that you could load up with items of your choosing...This would enable players to play the way they want and open up all sorts of creative min/max "builds" the same way we design our starship builds. This seems to me to be a fine and meritorious suggestion and I hope it sees the light of play quite soon....but why stop there?
Why not make, say, all starship weapons modular as well? A purple Mk XI has three bonuses hard coded into the device Acc CritH CritD Dmg x1 x2 x3 in various combinations. A blue has two and a green has a single bonus.,.but why in the 25th century should these bonues be set in stone like the current kit system architecture? It seems much better and more fun from a crafting point of view to allow the individual player the latitude to fill weapon bonus slots instead of granting bonuses that might not fit into the individual player style of play or tactical philosophy. What if I want a ACCx3 Mk XI phaser beam array or a Dmgx3 Mk XI antiproton beam? Well, currently I can craft neither of these items for any amount of dilithium, though I have seen their like on the exchange...at very exhorbitant energy credit prices.
From a system design point-of-view you wouldn't actually have to change or re-balance anything...since these bonus factors are in fact already in the game....you would just be allowing players to choose which of the existing bonuses they wanted to apply to their very expensive purchased with blood and dilithium weapons. Such a change with no accompanying change initial dilithium cost would, I think, go a long way to assuaging the resentment of the 60 percent dilithium crafting tax. Why? Because you would be giving us more value by making crafting more flexible....in this way it makes the dilithium crafting tax more justifiable.
I think that the change, if implemented, should be retroactive to existing "bound" equipment. Just as the imposition of a new skill system forced everyone to reskill every player character, the imposition of modular crafting should give everyone the chance to re-craft their bonuses on at least their ship weapon systems.
The difficulty is that this change touches all colored craftable bonus items. I'm not certain if this requires separate code for each item or perhaps there is some simple global change...regardless, it seems to me to
be a change worth making and one that preserves the best of the existing crafting system.
Explanation of Suggestion Two (2)
A) It seems odd that in an IP as rich in technical technobabble lore as Star Trek is that the crafting component should be so wrong-headed in the way it links crafting components/ingredients with the items being crafted. e.g. every first-year academy scrub KNOWS that phasers produce nadions when fired. Photon torpedoes are loaded with anti-matter warheads....and yet nadions are neither a valid data sample nor a particle trace and antimatter is no where to be seen in the list of ingredients for a photon torpedo launcher. Instead, the inscrutable anyon particle trace is an essential ingredient in both. In fact, it's hard to see how anyons, which can only occur in two-dimensional systems (Flatland), can have anything to do with either.
Similar nomenclature errors crop up all over the crafting landscape, as if crafting ingredients were assigned to crafted items randomly. One is tempted to think that when the crafting system correctly links an ingredient with a crafted item that it is a a lucky coincidence.
Rationalization of the crafting ingredient nomenclature would go a long way toward increasing immersion for long-time Trekkers with a love of science.
Anyway...just my two cents for two suggestions:
Good work on winter wonderland....I can hardly wait to use my skates again....
Please note....I'm certain that others far wiser than I have made similar suggestions and that in all probability these ideas are not original with me. If so, then chalk this up as another vote for modularization and rationalization of crafting.
It is so rare and at the same time refreshing to see that there are still some (literally) players who actually care about the really neglected (or non-existent whatsoever) aspects of this game.
What you say about crafting, especially in Suggestion 1, is similar to what some few voices, including mine, have been asking or suggesting in the past or since headstart if you will, but was rewarded with plain indifference & unconcern.There were many ingenious suggestions about crafting complexity and mechanics made by players in the past,i wish i had the will to search the forums and link them but i don't.
I am going to be the 1st to be glad if this thread gets the attention it deserves, but it is my duty to warn you not to keep your hopes up.It is my understanding after all this time that most players and the devs simply don't care about making what you say happen in STO,in some form or another.And i am not talking just about crafting customization.
I keep an open mind & window of hopefully been wrong as i know there are changes coming to crafting in season 6.But personally i am close to completely give up this ever happening.At this point i just hope for the best.
There were so many ideas floating around. At one time dstahl said that they were looking into crafting retrofits of lower-tier ships on fleet starbases, which promptly made me start a crafting fleet and hoard anomalies and particle traces. Another time when there were three crafting branches I proposed that their should be a special ultimate reward BO at the top of each skill, for example an Android for engineering. That's now a veteran reward.... With the dilithium tax and the new sets for STF-grinding only without making new Aegis marksI have pretty much given up hope that there will ever be something decent for crafting. I'm just waiting for them to put the Constitution refit into a grab bag and will probably then sell all my crafting materials in the hope to get enough to get it off the exchange....
I love crafting. Not this particular system, mind, but just the idea of making my own stuff. I would love it if they made crafting to be cheaper and better than buying stuff. If I go to the work of zipping all over the alpha and beta quadrants collecting data samples and dilithium, then trudging back to Memory Alpha to make stuff, I should be rewarded and not punished. Can we make crafting desirable, please?
The idea of crafting bonuses on weapons is just a bad idea...
The OP mentioned the above as an examble, ofcourse such an endeavour would be accompanied by the necessary modifications & restrictions.Restrictions to which mods you can combine and craft. Some restrictions, not many, otherwise there wouldn't be any point at attempting the change at all.
The point of the OP, and please correct me if i am wrong, is to give us free choice in customizing the equipment (all kind not just weapons) we want to use to our personal preference.
Not complete freedom but some and with certain restrictions.We can't go around crafting anything we want with the mods we want.Each type of equipment can have a specific pool of mod choices we can select from and apply during crafting.Not only crafting from scratch but also modifying an already crafted item.
There would be a respective cost based on what modifiers you would choose.With proper restrictions and limits to the extend of free choice we would have, this change can be applied succesfully.
I don't see how this is a bad idea at all, especially when in the above examble weapons with such modifiers already exist ingame from drops (i think) and someone can use them if he wanted to.I agree about the specific point you were trying to make,but that analysis falls into another thread category,one were we judge and evaluate if a build is good or bad.I dont think this thread should be such a thread.
In anyway i believe Star Trek deserves a more complex crafting and customization mechanic than this over-simplistic and uninteresting current one, everyhting is pre-fixed and is passed on to the players not to craft but just to construct.
But as i have said in the past and will always remind myself, i don't think this will ever happen in STO,at this point i am just hoping for the best (till Season 6, after that i will stop hoping one way or another).
I wish the fricken test server would be actually used to TEST some ideas.
Like the above.
And the balancing issues thereof.
Crafting or "upgrading" existing gear, ships even (Tier 3 Commander ship RETROFIT proposal).
Maybe finally give us Utopia Planitia as a special crafting/retrofitting zone.