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Join Date: Dec 2007
Posts: 142
With the major overhaul on indefinite back burner I was wondering if anybody had any suggestions for improving it within the confines of the current system.

Not counting a removal of the Unreplicateable Materials cost (not going to happen before/without a major overhaul) what would you like to see added or changed about the current line up of craftable items? Include the crafting station on Deferra too.

Memory Alpha/First City Forge:

Crafting large hypos/shield recharges/power cells yields a stack of 5.
Crafting Jem'Hadar Nanocells yields a stack of 3.

Add new unique items for crafting at high/max level
- Addition of missing ground weapon types: Compression Bolt Pistols, Wide Beam Pistols, Split Beam Rifles, & Full Auto Rifles
- A Dahar Master 4-piece ground set for the Klingon smiths
- A 3-piece ground set for the Federation
- Craftabale factions-specific space sets
- A universal console that allows players to exceed the Warp 10.00 speed limit

Deferra Invasion Zone:

Change the [Dmg] modifier on the craftable weapons to [Borg].

Aside from the usefulness the fact that the [Borg] modifier even exists means that not using it on the Invasion Zone craftable weapons is totally immersion breaking. It's also not like those weapons are the sort that could abuse the +15 Kinetic Damage per shot that they grant against Borg or will supplant the STF store as they're all green quality, pulsewave assault weapons with only two damage types available.
Join Date: Dec 2007
Posts: 142
# 2
05-22-2012, 09:21 AM
Personally, until I can “CRAFT” custom armor or customized weapons, crafting will be pointless otherwise!

What do I mean by Customized? I mean specifically being allowed and able to craft MKXII items that I can, through gaining the right materials, choose what modifiers, of the typical three modifiers allowed, are on the item.

I want to be able to Craft Phaser Beam Arrays that have the x3 accuracy modifiers.

I want to be able to Craft Shields with three modifiers that I choose. For example: I’d like to craft resilient shields with 10% all damage reduction and 20% Disruptor Damage reduction.

I want to be able to Craft my own custom tailored armor. Armor usually can have up to 4 types to resist. I’d make armor that resists Phaser, Disruptor, Polaron and Anti-proton.
Join Date: Dec 2007
Posts: 142
# 3
05-22-2012, 09:34 AM
Quote:
Originally Posted by Teleon View Post
Personally, until I can “CRAFT” custom armor or customized weapons, crafting will be pointless otherwise!

What do I mean by Customized? I mean specifically being allowed and able to craft MKXII items that I can, through gaining the right materials, choose what modifiers, of the typical three modifiers allowed, are on the item.

I want to be able to Craft Phaser Beam Arrays that have the x3 accuracy modifiers.

I want to be able to Craft Shields with three modifiers that I choose. For example: I’d like to craft resilient shields with 10% all damage reduction and 20% Disruptor Damage reduction.

I want to be able to Craft my own custom tailored armor. Armor usually can have up to 4 types to resist. I’d make armor that resists Phaser, Disruptor, Polaron and Anti-proton.
Did you just totally ignore the thead title and original post to troll me or do you have some sort of brain filter that keeps you from getting the point?

This thread is not supposed to be a place for people to ***** about why they don't like the current crafting system. It's about brainstorming ideas for improving the current one.
Join Date: Dec 2007
Posts: 142
# 4
05-22-2012, 09:47 AM
The crafting model that Fallen Earth uses could work in STO.
The better the items are, the longer time it takes to finish them.
Its a model I like. You can make allmost anything but it takes
weeks, even months to get them. All Cryptic have to do is to
implement an extra column on the itemtables an put values
there that controls a craftingtimer.
Join Date: Dec 2007
Posts: 142
# 5
05-22-2012, 09:51 AM
Edited: Not relevant/rage post
Join Date: Dec 2007
Posts: 142
# 6
05-22-2012, 09:54 AM
Quote:
Originally Posted by canis36
Did you just totally ignore the thead title and original post to troll me or do you have some sort of brain filter that keeps you from getting the point?

This thread is not supposed to be a place for people to ***** about why they don't like the current crafting system. It's about brainstorming ideas for improving the current one.
what
I mean

Isn't that what he/she did? I mean, you posted about new sets and the alteration of modifiers. How is a post lamenting not being able to choose modifiers for weapons and armor so drastically "out of bounds" to you? Obviously the game engine has the ability to support the creation of items with varied modifiers despite the crafting interface offering static choices -- that doesn't seem any less valid an idea than what you posted.

e: Be more clear instead of immediately getting angry that people have ideas.
Join Date: Dec 2007
Posts: 142
# 7
05-22-2012, 10:03 AM
Quote:
Originally Posted by synkr0nized
what
I mean

Isn't that what he/she did? I mean, you posted about new sets and the alteration of modifiers. How is a post lamenting not being able to choose modifiers for weapons and armor so drastically "out of bounds" to you? Obviously the game engine has the ability to support the creation of items with varied modifiers despite the crafting interface offering static choices -- that doesn't seem any less valid an idea than what you posted.

e: Be more clear instead of immediately getting angry that people have ideas.
Quote:
Originally Posted by canis36
With the major overhaul on indefinite back burner I was wondering if anybody had any suggestions for improving it within the confines of the current system.
Relevant portion bolded, underlined, and italicized for emphasis. What Teleon was talking about, while a nice idea and one I'd want to see implemented in any overhaul is clearly not within the confines of the current system. Now I suppose I could have read that post wrong.

I read it as him lamenting the fact that he could not use some sort of interface to select a type of item, a rarity level, and then a set of modifiers to create his crafted item. Not choosing it from a list of pre-made items requiring a certain component "price" to "craft" as we have currently and simply expanding that list, but to actually choose your modifiers yourself via interaction.

Teleon, if you were simply talking about a massive expansion of the available selections then I apologize for my overreaction.
Join Date: Dec 2007
Posts: 142
# 8
05-22-2012, 10:06 AM
Its high time that the kits we wear' pertaining to our fields were finally brought up to standards with our highest level within the game, always found it odd that although our max level items were 11 and now they are 12's that our kits remain level 10's, and in speaking to alot of friends who have been around since beta testing days have said they have never been adjusted accordingly with the increasing of ranks, so that would be my main number 1item that i would love to be able to finally craft.
Join Date: Dec 2007
Posts: 142
# 9
05-22-2012, 10:09 AM
Quote:
Originally Posted by TIME_LORDS View Post
Its high time that the kits we wear' pertaining to our fields were finally brought up to standards with our highest level within the game, always found it odd that although our max level items were 11 and now they are 12's that our kits remain level 10's, and in speaking to alot of friends who have been around since beta testing days have said they have never been adjusted accordingly with the increasing of ranks, so that would be my main number 1item that i would love to be able to finally craft.
How would you implement this though? Currently we have access to all the BOFF abilities at Level 3 on the Mk X kits. Would you suggest that Cryptic add a Level 4? Or expand the number of BOFF powers attached to the kits for Mk XI and XII? I thought it odd myself that kits end at Mk X when the other components keep going up, but I also understand why they stopped as well.
Join Date: Dec 2007
Posts: 142
# 10
05-22-2012, 10:46 AM
yeh not sure how they would do it, perhaps by adding 1or 2 extra abilitys to the kits themselves for mk 11 or 12's or perhaps even the option of merging powers of 2 kits into 1, in example, say the mk 10 tactical kit squad leader which comprises - rally cry 3, overwatch 3, smoke grenade 3 and photon grenade 3, could perhaps have 2 items from and just using this as an example - tactical fireteam kit now any 2 of these items from this kit would be bonus - ambush 3,plasma grenade 3, supressing fire 3 and battle strategys 3.
so say they made a squad leader kit mk 11 or 12, it would result in having the abilitys of. rally cry 3, ambush 3, overwatch 3,supressing fire 3, photon grenade 3, plasma grenade 3 and smoke grenade 3, hope that sort of helps with what im perhaps defining by what i meant by upgrading just a couple abilitys within the kits themselves...
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