Topic: Craft System Expansion

Original idea has been taken from Neocron (may Crahn bless you).

Each stuff (it doesn't affect robots) have some stats - cycle time, range, effect strength, negative effect strength. Right now they're static and can be changed only by tier (extensions aren't count here). Now what do I offer:

- add new stat - quality (purpose exlained below)
- take current stats values as 100% and add borders 1%-120% for them
- make all syndicate offers and lootable things stats at 1-25% for loot and 25-50% for syndicate
- make new crafting extensions (or link current somehow) that will affect quality of producing items - 50-75% with zero skills and moving borders up to 90-100% when raising an extensions
- add a chance to randomly produce things with stats higher than 100%, up to 120%. Chance may be affected by extensions, factory level and moon position smile Also those things should be named, like "Standart Sensor Amplifier constructed by Line" or "Braviar ECCM constructed by DEV Alf"
- make items damageable while using or being hit. base quality (only if produced) should be 120%/120%. When it got damages it decreases down to 1%/120% and can't be used (even right on the field if you're unlucky) until repaired. When repaired, base quality value is reducing aswell (117%/117%, 115%/115% etc, down to 1%/1%). Decreasing of quality can be affected by repair extension aswell.
- (optional) make quality affect other stats - less quality you have, less stats you will get. Can be based on current or max value of quality.
- add some other things (like slots, mods that should be farmed only, etc)

What will we get:
- crafting will be more interesting and useful
- there will be very little chance to get 2 similar fits
- everything will be more "elastic" for balancing
- no nerfrage (or lesser at least)
- producer characters e-peen grown wink
- less "fit and run"
- less t1 farming stikes market
- more ways to trade (not just price undercut)

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Craft System Expansion

Market will be a mess.

Re: Craft System Expansion

Without even going to to the merits or pitfalls of the idea, this would completely destroy the market as we know it.. And by destroy I mean it would have to be recoded from scratch as there would no longer be a 'standard' item to template from. Apart from the issue with trying to create a market interface to cope with this type of thing (everything is different) it would also significantly increase the size of the database..

So on technical grounds alone its almost a non-starter (at least with the market and item code we have)

Now that's not to say it cant be done but it would require a large effort to get it off the ground, and TBH I cant see it adding as much to the game as it would take time to get working.

Now what you could do is add sub tiers and give them a similar effect, but make say only 5 sub tiers per tier with each one being marginally better or worse than the one either side of it, but not as good as the next actual tier. This would then give you 20 variants for each item instead of 4 (well 25 if you count Tier 0 stuff)

Re: Craft System Expansion

All items can be marked and grouped by tags like "Bad, Better, Good, Best, Outstanding", etc. So you will be unalbe to know what quality exactly will you get when buying, just borders. That will ad more "surprise!" big_smile

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Craft System Expansion

maket needs to be rewritten anyway for CT trading.

before that - the Item Tier system needs revamp. IMHO

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Craft System Expansion

CT trading should be done through a septate trade area where new unique/rare items can be traded as well as CTs. Normal marketable items should not be allowed here.

Re: Craft System Expansion

Jasdemi wrote:

Market will be a mess.

What market?

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Re: Craft System Expansion

Earth and Beyond had quality, too. The game wasn't 6 months old before people simply would not buy anything but max-quality gear, thus rendering the stat useless apart from making people work on their crafting for ages before they could actually sell anything.

If that's avoided, though, I could actually be in favour of this. Market interface would need to be overhauled to be practical, or everything would need to be done through a (currently nonexistent) contract system.

9 (edited by Lucius Marcellus 2011-08-30 15:29:47)

Re: Craft System Expansion

As already pointed it will make it virtually impossible to have a proper market place, and even if a contract system was in place, it would still be extremely cluttered with such a continuum of products.

Having that said, I think the concept of more differentiation beyond tiers is interesting, but perhaps the answer here lies in just getting more tiers. It is clearly easier to just develop the current system further than completely changing it.

However, perhaps there can be different versions within a same tier, focusing on different stats of the item? An example would be a tuning (which has damage, cycle time, critical), so that the standard version provides a modest bonus to each, but a more experienced producer can also unlock versions that only give a bonus to a particular stat, such as only damage (this bonus will be the same in total as the standard bonus, but allows for more specialisation, on for example heavy crit fits). To illustrate this more clearly:

Standard weapon tuning: 2% crit, 5% damage, 5% cycle
T4 weapon tuning: 3% crit, 7.5% damages, 7.5% cycle
T4 weapon tuning, damage focus: 2% crit, 11% damage, 5% cycle

On a final note, I do think it would be nice to be able to print the producer name on an item, even with the current system.

Re: Craft System Expansion

Alexander wrote:

CT trading should be done through a septate trade area where new unique/rare items can be traded as well as CTs. Normal marketable items should not be allowed here.

Auction house?

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Craft System Expansion

Annihilator wrote:
Alexander wrote:

CT trading should be done through a septate trade area where new unique/rare items can be traded as well as CTs. Normal marketable items should not be allowed here.

Auction house?

Why not... Better than calling it Contracts.

Re: Craft System Expansion

Jasdemi wrote:

Market will be a mess.

we have a market?! big_smile