Forums » Suggestions
crafting
so we have a grid power system now that's intresting...
any plans for using it to establish a crafting system?
i mean till now there does not seem to be any use for mining except just leveling it... so what to do with all the ore?
suggestion:
several cafting trades (actually there are coming 3 into my mind which could be kinda easyly brought into the game without disturbing the actuall balancing that much...
1st. Ship architect
this tradeskill deals with the construction of spacecraft and their armor.
you could either buy a ship like you did before or ask such a crafter one specialced in ship hulls / chassis for a chassis which then may have small variantions to the commonly known chassis like a cent with the ibg front but the cent rev c back and the cent mk II wings... which would give a slightly modified version , your own version that might be a bit lighter or a bit more stable or a bit more easily turned around becase of diffrent weight balance than the standard chassis...
a bit is up to the devs how much a bit should be i guess... but i think it would be nice to have a crafted ibg slimprofile just 10 kg less and slimer cockpit than the standard variant...
Armor: well modular chassis may then also armored by modular armor if possible from a crafter specialised on armor like more armor for same weight or same armor for lesser weight...
and also allowing modifications like 10% additional resistance to energy weapons on the cost of 5% resistance malus by explosions from rockets or missels...
in general leveling up a trade results mostly in kinda crap gear. to exceed the standard configs you need to become a master or a grandmaster who is able to spezialise in just one aspect of his trade. (like armor or chassis never both)
Same for weapons you could buy a phaseblaster HX or you could talk to a weapon engineer for the blaster i suggest you ask a grandmaster keen of energy weapons...
now we could assamble the standard phaseblaster hx or we could exchange the *invent partname* against a *invent other part name*
for more power or we could use the *other partname casing* to attach the lighter pahseblaster to a heavier aiming mechanism which may result in a weapon of same weight but a bit lesser firepower in favor for a better aiming...
weight power aim <> rock paper scissors
the standard models are pretty much balanced out.
to sum it up
3 crafts i have in my mind...
1. architect (chassis armor)
2. engineer (batterys, energy weaps, projectile weaps (rail gauss), explosives (rockets missiles))
3. (bio)technican (implants, pilot machine interaction devices, processor cores (you need one of these in any ship like the elctronics in your car)
to learn such a craft you need to find someone (a npc) teaching you the stuff. you learn by crafting the stuff you could craft at stations or special ships carring your laboratory equipment which of course needs some cu but it is more effective crafting where you mine the ore than just mining bringing it back to the station and then craft. because you mine a load of ore but the parts created out of it are much smaller to store than the ore.
there is basic crafting equipment and there is self crafted crafting equipment. to make these which of course are a bit better and also have a much higher chance of letting the crafter create "masterpieces" the trades must interact with each other.
the quality of crafted goods depends on the players skill. the first positron blaster for sure might fire quite ok but well the standard posis have a higher quality still.
once you reach 95% most of the time you definitly know how to make such a piece. 95% is what the stuff out of the factories is like. a masterpiece instead or a good quality item may even have a quality of 105 or even 110%, meaning lighter more powerfull better aim (regarding weapons) still this weapons usses 5 gridpower instead of 4 but that may be worth it, just also get a better battery...
everything created by a crafter (except parts for crafting equipment) can be traded and used (attached) to your spacecraft. for implants please visit the biotechnican you trust with your purchase to implant it correctly...
i hope you got the idea. esspecially the more peacefull players i guess would love such a system.
any plans for using it to establish a crafting system?
i mean till now there does not seem to be any use for mining except just leveling it... so what to do with all the ore?
suggestion:
several cafting trades (actually there are coming 3 into my mind which could be kinda easyly brought into the game without disturbing the actuall balancing that much...
1st. Ship architect
this tradeskill deals with the construction of spacecraft and their armor.
you could either buy a ship like you did before or ask such a crafter one specialced in ship hulls / chassis for a chassis which then may have small variantions to the commonly known chassis like a cent with the ibg front but the cent rev c back and the cent mk II wings... which would give a slightly modified version , your own version that might be a bit lighter or a bit more stable or a bit more easily turned around becase of diffrent weight balance than the standard chassis...
a bit is up to the devs how much a bit should be i guess... but i think it would be nice to have a crafted ibg slimprofile just 10 kg less and slimer cockpit than the standard variant...
Armor: well modular chassis may then also armored by modular armor if possible from a crafter specialised on armor like more armor for same weight or same armor for lesser weight...
and also allowing modifications like 10% additional resistance to energy weapons on the cost of 5% resistance malus by explosions from rockets or missels...
in general leveling up a trade results mostly in kinda crap gear. to exceed the standard configs you need to become a master or a grandmaster who is able to spezialise in just one aspect of his trade. (like armor or chassis never both)
Same for weapons you could buy a phaseblaster HX or you could talk to a weapon engineer for the blaster i suggest you ask a grandmaster keen of energy weapons...
now we could assamble the standard phaseblaster hx or we could exchange the *invent partname* against a *invent other part name*
for more power or we could use the *other partname casing* to attach the lighter pahseblaster to a heavier aiming mechanism which may result in a weapon of same weight but a bit lesser firepower in favor for a better aiming...
weight power aim <> rock paper scissors
the standard models are pretty much balanced out.
to sum it up
3 crafts i have in my mind...
1. architect (chassis armor)
2. engineer (batterys, energy weaps, projectile weaps (rail gauss), explosives (rockets missiles))
3. (bio)technican (implants, pilot machine interaction devices, processor cores (you need one of these in any ship like the elctronics in your car)
to learn such a craft you need to find someone (a npc) teaching you the stuff. you learn by crafting the stuff you could craft at stations or special ships carring your laboratory equipment which of course needs some cu but it is more effective crafting where you mine the ore than just mining bringing it back to the station and then craft. because you mine a load of ore but the parts created out of it are much smaller to store than the ore.
there is basic crafting equipment and there is self crafted crafting equipment. to make these which of course are a bit better and also have a much higher chance of letting the crafter create "masterpieces" the trades must interact with each other.
the quality of crafted goods depends on the players skill. the first positron blaster for sure might fire quite ok but well the standard posis have a higher quality still.
once you reach 95% most of the time you definitly know how to make such a piece. 95% is what the stuff out of the factories is like. a masterpiece instead or a good quality item may even have a quality of 105 or even 110%, meaning lighter more powerfull better aim (regarding weapons) still this weapons usses 5 gridpower instead of 4 but that may be worth it, just also get a better battery...
everything created by a crafter (except parts for crafting equipment) can be traded and used (attached) to your spacecraft. for implants please visit the biotechnican you trust with your purchase to implant it correctly...
i hope you got the idea. esspecially the more peacefull players i guess would love such a system.