Topic: Economy driven for players = industrial vs crafting system
Hi,
I don't understand why this game ( with incredible potential ) does not have an serious "industrial" aspect in front of the crafting system that has.
What the difference?
Crafting system - Like other games is based on kill and kill npcs, so you need a char able to kill npc
Industrial economy - All you need to fabricate items can be obtained gathering or doing some tasks with specific skills, you don't have to kill npcs ( is not a "Diablo" game )
I have testing fabrication system and ...
- If you like to build for example a light robot, has two options
1) Increase your "killing" skills, do missions, and get reward, with some patience you obtain enough money, and buy
2) Gathering resources:
- pick a lot of mineral B, in ratio of 30 - 40 ores -> 1 refined ore, you have to gather a lot.
- pick a lot of mineral C, ....
- pick a little of mineral D
- Take your killing robot a kill everything you see, to obtain frangments and decoders
- invest XX amount of money to build a CT, pay a big fee
- use and LOST your CT to build, paying your fee
- obtain the result
With system 2) you have to do more task a invest more money than simple killins npc, this option involves that you have to kill npcs, so why you are useing this option?, ... at the end you have to pay more.
So, the choice is evident, option 1), this is the reason because i think there is no real "Industrial system". Option 2) let you explore other game mechanics but is not useful.
Thanks and sorry for my bad english.
Regards !
Khendras