Forums » Suggestions
does 'crafting' make sense in a post industrial society
if you gather bird feathers and a proper tree branch and sharpened flint you can make an arrow.
if you gather iron ore, petroleum, and glass, you cant make a car. you cant take this stuff to someone and ask them to build you a car, either.
what you do is give the car people money, then they give you a car.
if you gather iron ore, petroleum, and glass, you cant make a car. you cant take this stuff to someone and ask them to build you a car, either.
what you do is give the car people money, then they give you a car.
To further expand on this thought. It would follow that the VO version of crafting would involve finding items on a shopping list for some tinker at a research station so she can assemble an apicine laser cannon for your ship.
Crafting would become a varation of a procurement mission with you running around looking for ores, parts, and blueprints to bring back to a research station for the actual crafting to occur.
Crafting would become a varation of a procurement mission with you running around looking for ores, parts, and blueprints to bring back to a research station for the actual crafting to occur.
Yeah, crafting does not necessarily mean you are sitting in space building things inside your spaceship. (Some kinds of hacking like that would be cool, though.) For the most part, it's just assembling the ingredients for a particular recipe at a particular station, then trading in those ingredients for something neat.
"Our robot factory could build you a disintegrator cannon, but we don't have the materials. If you brought us a phase inverter and 35 cu of heliocene ore, we could do it -- for a price, of course."
"Our engineers know a thing or two about building phase inverters. However, we have neither the materials nor the technical schematics. We'd need you to bring us 5 phase arrays and 25 cu of xithricte to power our lasers, plus you're going to have to obtain the schematics for a phase inverter from somewhere."
"Our robot factory could build you a disintegrator cannon, but we don't have the materials. If you brought us a phase inverter and 35 cu of heliocene ore, we could do it -- for a price, of course."
"Our engineers know a thing or two about building phase inverters. However, we have neither the materials nor the technical schematics. We'd need you to bring us 5 phase arrays and 25 cu of xithricte to power our lasers, plus you're going to have to obtain the schematics for a phase inverter from somewhere."
well crafting in my eyes can as well be making from scrap something nice as just improving a certain item by tinkering with it. Just as you can saw of a shotgun to give it a heavier effect in close range. Or filing some of your bullets to give it an aded effect, or putting it in some kind of a special alloy to give it an armorpiercing effect.
You have a fc batt, and find some special xith ore and some lubrication wedgets. Now you can make a turbo charge batt, only marginally better then the regular buyable but it is a little bit better.
And when you die there is a x% chance that one of these special mods drop for the conquerer.
You have a fc batt, and find some special xith ore and some lubrication wedgets. Now you can make a turbo charge batt, only marginally better then the regular buyable but it is a little bit better.
And when you die there is a x% chance that one of these special mods drop for the conquerer.
It's a video game ananzi. It doesn't have to make perfect sense.
If any ship could produce it's own items, it would be the cap ship. With it's own engineers and proper facilities.
How I envisioned "manufacturing" lets call it, since "crafting" doesn't seem appropriate in this era, would be for an individual to collect goods either through procurment at a station, or by mining roids or collecting scrap metal left by explosions. These goods would then be stockpiled at stations or other ingame facilities that were capable of combining them to create new goods that could either be used again to manufacture something higher or for resale at stations.
Example:
"Purified Water"
1) Can be produced by taking Premium Aqueaus Ore to a refinery and placing in a filtration tank.
(2AO + Filtration Tank = 1_Purified Water)
"Steel"
1) Steel could be produced from raw material by collecting 2cu of Premium Ferric Ore, 1cu of Purified Water, and 1 cu of Premium Carbonic Ore and placing them in a station that has a furnace facility. Multiply the recipe for more then one steel unit.
(2PFO + 1PCO + 1PW + Furnace = 1_Steel)
2) Steel could be resmelted from 2 scrap metal pieces.
(2SM + 1PW + Furnace = 1_Steel)
"Plasteel"
1) Can be produced from combining 2cu of Steel, 1cu of Corrosive Chemicals, 1cu of Inert Chemicals, 1cu of Purified Water.
(1St + 1CC + 1IC + 1PW + Furnace = 1_Plasteel)
"Xithricite Alloy"
1) Can be produced from raw materials by collecting 5cu of Premium Xithricite Ore, 2cu of Corrosive Chemicals, 2cu of PlasSteel, 1cu of Purified Water.
(5PXO + 2CC + 2PSt + 1PW + Furnace = 1_Xithricite Alloy)
Also, perhaps you would need to mine and procure goods and hord at a shipyard or manufacturing plant to build larger things in game, like new station additions, allowing players to feel that they are helping to grow the territory. Or, they could be working on a cap ship for there nation like in this post -> http://www.vendetta-online.com/x/msgboard/3/9017
"Manufacturing" things in game probably would not be that big a thing if people can readily buy them in stores. So, make things that are crafted either slightly better or simply unique to "player constructed" goods.
Goods created by a player should have a distinquishing mark as to who the "manufaturer" was. If someone were to inspect the goods it would show a tag to the effect of "Player X of Nation X constructed this".
In addition to being able to simply manufature goods at will, it would be nice if there were a skill tree that effected the quality of the production. So a beginer's work would either not work as good as or not as long as someone of a higher level in manufacturing, or simply the ammount that one can produce at a given time, like 5 steels per combine, then 10, then 15, etc.
Once player/guild controled stations and cap ships are available, players should be able to construct there own personal/guild manufaturing facilities either in guild stations or as part of the cap ship facilities that I mentioned in this post -> http://www.vendetta-online.com/x/msgboard/3/9017
Example:
"Purified Water"
1) Can be produced by taking Premium Aqueaus Ore to a refinery and placing in a filtration tank.
(2AO + Filtration Tank = 1_Purified Water)
"Steel"
1) Steel could be produced from raw material by collecting 2cu of Premium Ferric Ore, 1cu of Purified Water, and 1 cu of Premium Carbonic Ore and placing them in a station that has a furnace facility. Multiply the recipe for more then one steel unit.
(2PFO + 1PCO + 1PW + Furnace = 1_Steel)
2) Steel could be resmelted from 2 scrap metal pieces.
(2SM + 1PW + Furnace = 1_Steel)
"Plasteel"
1) Can be produced from combining 2cu of Steel, 1cu of Corrosive Chemicals, 1cu of Inert Chemicals, 1cu of Purified Water.
(1St + 1CC + 1IC + 1PW + Furnace = 1_Plasteel)
"Xithricite Alloy"
1) Can be produced from raw materials by collecting 5cu of Premium Xithricite Ore, 2cu of Corrosive Chemicals, 2cu of PlasSteel, 1cu of Purified Water.
(5PXO + 2CC + 2PSt + 1PW + Furnace = 1_Xithricite Alloy)
Also, perhaps you would need to mine and procure goods and hord at a shipyard or manufacturing plant to build larger things in game, like new station additions, allowing players to feel that they are helping to grow the territory. Or, they could be working on a cap ship for there nation like in this post -> http://www.vendetta-online.com/x/msgboard/3/9017
"Manufacturing" things in game probably would not be that big a thing if people can readily buy them in stores. So, make things that are crafted either slightly better or simply unique to "player constructed" goods.
Goods created by a player should have a distinquishing mark as to who the "manufaturer" was. If someone were to inspect the goods it would show a tag to the effect of "Player X of Nation X constructed this".
In addition to being able to simply manufature goods at will, it would be nice if there were a skill tree that effected the quality of the production. So a beginer's work would either not work as good as or not as long as someone of a higher level in manufacturing, or simply the ammount that one can produce at a given time, like 5 steels per combine, then 10, then 15, etc.
Once player/guild controled stations and cap ships are available, players should be able to construct there own personal/guild manufaturing facilities either in guild stations or as part of the cap ship facilities that I mentioned in this post -> http://www.vendetta-online.com/x/msgboard/3/9017
kix
i know but shouldnt there be an effort .. too uhh.. . you know?
i know but shouldnt there be an effort .. too uhh.. . you know?
I'm with johnhawl218 on this one.
Yeah, I think johnhawl nailed it.
Bumping this thread because it interests me. I'd really like to have guild stations that can be grown, etc. Kinda like Starcraft or Sid Meier's Alpha Centauri, etc. You get enough of so-and-so, and you can get a filtration tank. You make enough of this stuff and you can construct a station-furnace. You build more than two docking bays and you get ONE station guard in a vult. Build 5 and you get two vults. Gather enough resources and have enough equipment (i.e. furnaces, spacedocks, etc.) and you can construct capital ships at that station. Getting these things should take a LONG time. For example, gathering the resources and expanding a guild station to have the capability to construct a capship should take MONTHS of 20+ people working on it part-time.
That would be kickass, but I think let's get the Hive content done first.
That would be kickass, but I think let's get the Hive content done first.
I'm pro crafting too. It should be the next thing for the devs to work on after the Hive content, in my (incredibly humble) opinion.
ZY
ZY
Put me in the pro-crafting bin too. This would had a huge amount of depth and organic-ness to the game.
I'm definately pro-crafting/manufacturing. But on a player/guild level, I think it'd get messy seeing "Joe X from UIT's OmegaCannon MkIV", so I propose player and guild owned corporate entities!
Compete with the likes of Xang Xi Research, or build your own guild barracks, loaded up with the powerful weapons you build at your research base.
Along with this, the ability to hire real and NPC traders to get the goods in and out of your station would bring trading to an amazing new level... you would control the Trading Guild missions in your own station! And the money you pay out to those you hire would come out of the stations or your corporations accounts.
* I look forward to this day, whenever it may come *
Compete with the likes of Xang Xi Research, or build your own guild barracks, loaded up with the powerful weapons you build at your research base.
Along with this, the ability to hire real and NPC traders to get the goods in and out of your station would bring trading to an amazing new level... you would control the Trading Guild missions in your own station! And the money you pay out to those you hire would come out of the stations or your corporations accounts.
* I look forward to this day, whenever it may come *