Starfleet Veteran
Join Date: Jun 2012
Posts: 325
# 1 Customizable Kits Mk II
04-05-2013, 05:27 PM
A long while back, I wrote up a thread about the possibility of creating custom kits, which seemed to get a fair amount of positive response, and I updated the OP as new ideas were introduced. Since crafting is slated to get an update in a future Season, I'd like to restart the thread while updating it to factor in the current systems. Below is my edited OP from the original thread, with additional information due to the updates the game has received since the thread was last visited.

==================================================

At present, we have preset kits to select from, and generally they're enough to get the job done. But many kits have at least 1 ability you're just going to ignore because it doesn't do what you want the whole kit to do. So here's my suggestion: customizable kits. Here 's a possible implementation of this:

Crafting custom kits
Kits are constructed from rigs and components. Rigs are constructed via the use of the traditional crafting system and materials and are player-level restricted as per normal kits. Most rigs are available via the normal crafting chain, just as normal kits are, while Mk XI and Mk XII rig recipes could be unlocked via the embassy system, as this is currently the only source of such kits, or as part of a new reputation system for crafting. Rigs can hold up to 4 (or with the new Mk XI and Mk XII rigs, potentially 5) components, each which represents a ground ability normally available to the player (i.e. class-restricted). The slots on the rigs can have ability level-restricted slots. For example, a Mk II rig can only hold 2 Level 1 abilities, as this is standard for generic Mk II rigs, while a Mk XII rig could potentially have a Level 4 ability, 3 level 3 abilities, and a level 2 ability.

Components are created via the use of traditional crafting materials and recipes which are learned from certain vendors or discovered via research projects which the player initiates, as part of the current reputation systems and/or a new crafting system, as well as Fleet and Embassy systems such as a recipe for the Phaser/Disruptor Turret IV in the Embassy, to promote end-game and fleet content.

You cannot create the kit until you have enough components to fill the available slots. Once crafting is complete, the kit is permanently set to those abilities, they cannot be switched.

To avoid people just spamming a single ability repeatedly, prevent the installation of the same ability component in more than 1 slot (i.e. you can't install 2 or more Stasis Field components, regardless of ability rank, although this is probably redundant now that ground abilities have a sort of system cooldown).

This system results in a ground ability system fairly similar to the system in place for space combat - you can mix and match your abilities to fit your play style, rather than being stuck with an ability combination you find to be sub-optimal but don't really have any other choice. Additionally, if Cryptic decides to add new abilities to ground combat (such as the sort-of case with the Level 4 turrets), this potentially eases the process as Cryptic no longer needs to make brand-new kit combos to use the new ability, it can simply be added to one of the various areas where new components are researched, then added to custom kits as desired.

Existing preset kits would still exist as they are currently available so players who do not wish to take part in the crafting system don't have to. Not sure if custom kits should be character-bound, account-bound, or not bound at all so they can be traded and sold.

As an extra optional bonus, add in an aesthetics portion to this idea: each component adds distinct parts to your kit's appearance. Alternatively, allow kits to have an optional "visual" slot that adjusts the kit's appearance once assembled and equipped (this would likely be much simpler to implement and doesn't stick players with kits that look ridiculous just because they chose abilities that make it look that way) or make kits be a part of the tailor shop (probably simplest to implement, and allows for easier customization).

Good/bad idea? Discuss. I'll edit this post as the idea gets more refined.

Last edited by jbmaverick; 04-18-2013 at 01:01 PM. Reason: Clarification
Starfleet Veteran
Join Date: Jun 2012
Posts: 325
# 2
04-05-2013, 06:11 PM
This space reserved for different ideas/concepts such as as potential sources of component recipes.

In addition to adding component recipes to the existing reputation and fleet systems, what about recipes from Duty Officer chains? Any support for this?
Lt. Commander
Join Date: Feb 2013
Posts: 207
# 3
04-07-2013, 06:12 PM
I'd love it if I could get the kit appearance I liked with the powers I wanted. Sucks having to use a "RP Kit" and a "Combat Kit" just because I find the MK XI & MK XII kits to be too gaudy for my characters style. I love the look of some of the mid range ones.
Starfleet Veteran
Join Date: Jun 2012
Posts: 325
# 4
04-16-2013, 03:41 PM
Almost 100 views on the topic and only 1 reply? Does nobody else think this idea has merit?
Captain
Join Date: Mar 2013
Posts: 688
# 5
04-16-2013, 05:26 PM
We don't need "Customizable Kits." We need "Some number (currently we have 4 abilities on most every kit at 'end-game' except for one that I believe has 5) slots to put 'kit powers' into."

Walla, done. Then again, this could end up turning nearly everything, even TRAITS, in into a "Kit Power" and people would start calling this Path of Star Trek Exile Online.

...*shrug*
Starfleet Veteran
Join Date: Jun 2012
Posts: 325
# 6
04-16-2013, 07:22 PM
Quote:
Originally Posted by projectfrontier View Post
We don't need "Customizable Kits." We need "Some number (currently we have 4 abilities on most every kit at 'end-game' except for one that I believe has 5) slots to put 'kit powers' into."

Walla, done. Then again, this could end up turning nearly everything, even TRAITS, in into a "Kit Power" and people would start calling this Path of Star Trek Exile Online.

...*shrug*
That was my original concept back when I created the first thread (long before Path of Exile became public knowledge), but there seemed to be a lot more support for doing something with crafting at the time, thus the current idea state.

The problem with that idea is that it's not really as hot-swappable. Some people change kits throughout STFs based on whether they're just charging through trash mobs or about to face a boss, and the "slots to put kit powers into" would probably be limited to swapping at a starbase. Custom kits, since they're an item rather than a power slot, can be swapped mid-mission.
Republic Veteran
Join Date: Jun 2012
Posts: 799
# 7
04-18-2013, 04:03 AM
I don't think revamping the crafting system is in the best interest in carrying STO forward. While it may have been once I no longer believe it's worth the investment in resources. It doesn't really fit in to the game as the system isn't built from the ground up from the beginning to be supported or to be an integral part of the game, it's too late to do such a massive introduction/overhaul to the system. It will become an awkward tacked on system if crafting is re-introduced in to STO.

However that said, customizable power kits is certainly something which could open up the variation between players. But I believe in simpler approaches.

Either a system which permits HotSwap outside of combat, or a system which permits respecs for a cost similar to how BOFFs are handled right now. The first is better for the players, and opens the option to adapt on the fly to situations and makes for the most "interesting" gameplay, the later may be better for the game however.
Starfleet Veteran
Join Date: Jun 2012
Posts: 325
# 8
04-18-2013, 12:44 PM
Quote:
Originally Posted by aexrael View Post
I don't think revamping the crafting system is in the best interest in carrying STO forward. While it may have been once I no longer believe it's worth the investment in resources. It doesn't really fit in to the game as the system isn't built from the ground up from the beginning to be supported or to be an integral part of the game, it's too late to do such a massive introduction/overhaul to the system. It will become an awkward tacked on system if crafting is re-introduced in to STO.

However that said, customizable power kits is certainly something which could open up the variation between players. But I believe in simpler approaches.

Either a system which permits HotSwap outside of combat, or a system which permits respecs for a cost similar to how BOFFs are handled right now. The first is better for the players, and opens the option to adapt on the fly to situations and makes for the most "interesting" gameplay, the later may be better for the game however.
Stahl has already said that crafting will eventually get its own reputation system and they'll redo crafting itself (Ask Cryptic: November Edition), possibly as soon as Season 9. I reposted this thread in the hopes that it'll get noticed and considered for when that happens, although I was hoping for a more lively discussion of how the idea could be refined.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,610
# 9
04-18-2013, 01:10 PM
ive got my crafting up on my main FED n main KDF and would love for a revamp. i think a dev said there had talked about a crystal like idear were u get e,g 6 slots n u put in diffrent crystals that do diffrent things. i think this would be a lot better for crafting then wots in game at moment.
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Republic Veteran
Join Date: Jun 2012
Posts: 799
# 10
04-18-2013, 04:06 PM
Quote:
Originally Posted by jbmaverick View Post
Stahl has already said that crafting will eventually get its own reputation system and they'll redo crafting itself (Ask Cryptic: November Edition), possibly as soon as Season 9. I reposted this thread in the hopes that it'll get noticed and considered for when that happens, although I was hoping for a more lively discussion of how the idea could be refined.
A crafting "revamp" has been talked about for well over a year, so I wouldn't hold my breath. Dstahl unfortunately often talks about things they want to do, which isn't much more than a note on a paper or some far out feature. Also alot can and does happen to change the upcoming features.
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