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Crafting and stats Please repost!

Archived PostArchived Post Posts: 1,156,071 Arc User
edited August 2009 in Items and Crafting
Could you please repost the specialties and there corisponding stats?

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    Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Antiproton wrote:
    Ok, this is a copy of my post from the Closed Beta forums about Upgrades and Crafting, it is slightly obsolete in some areas, I really need to update it. :)

    Upgrades come in two flavors: Tangible and Intangible. Tangible ones are for character concepts that revolve around physical objects, Intangibles are for ones that don't. The primary mechanical difference is that Tangibles have durability/repair costs and can be broken down into crafting components, Intangibles have no durability/repair costs. bit cannot be broken down into components (for those of you who remember the original discussion on this idea, that's how I decided to handle the thing that was bugging me with stuff like Alien Metabolisms being deconstructable). The idea is that if it really matters to your character conception, you can focus on using only thematically appropriate Upgrades (and the crafting system will provide a wide array of those so you can fill in gaps that aren't covered by Mission or Sig Villain rewards).

    Upgrades WILL NOT change the look of your character. Some Upgrades will unlock costume pieces you can equip, but we made a decision with Champions Online to give the players control of their appearance. Auras are about the only thing we may end up with Upgrades forcing, because they are potentially part of the power system as opposed to the Upgrade itself (an under the hood data structure thing).

    Crafting allows you to make one shot healing consumables, bags for additional inventory space, and Upgrades to slot on your character. You can make both Tangible Upgrades for gear oriented characters, and Intangible Upgrades for ones who prefer to use conceptual items (so if you want to make a fighting styles trainer as your crafter who creates Fighting Technique Upgrades that players can use to make themselves more powerful, you can do so.). Crafting is meant to give players Upgrades that they have more direct flavor control over.

    And yes, there are a few crafting specific costume pieces that you can unlock through the crafting system.

    Expect at low levels to be crafting Upgrades that are singular recipes like Low Powered Battle Helmet Schematic that makes a level 4 tangible Upgrade that gives +1 STR or Overwhelming Dodge Kata that makes a level 7 intangible Upgrade that gives +2DEX. At high levels, when you really know what you are doing is when you start getting access to the Custom Upgrades system and picking and choosing what you want to make highly customized Upgrades.

    Crafting itself works like this:

    1. You choose a crafting school to master.
    2. learn some base recipes
    3. go out and find components in the wild, or take Tangible Upgrades and break them down into crafting components by Reearching with them at a crafting table.
    4. at a crafting table, take the components and use them to make an Upgrade that you have sufficient skill for
    * select a base blueprint, at low levels this will be the only step as you will be working with fixed level and quality Upgrades that have fixed effects.
    * if you are making Custom Upgrades, select a base and depending on whether it was a primary or secondary, attach Major and Minor enhancements as needed, select the quality to generate it at and go.
    5. if you want to raise your skill, take Upgrades you have found and Research on them to gain skill levels and crafting components, and sometimes learn new crafting blueprints.
    6. As you level and skill up, you gain access to new components and new blueprints and the ability to make more powerful Upgrades.


    Upgrade Qualities
    White
    Yellow
    Green
    Blue
    Purple

    What can you do at a Crafting Table:
    There are two activities you can do when at a crafting table that is appropriate for your style of crafting:
    Research: This consumes the items you are Researching on and gives back skillups, rare components and blueprints as well as crafting components
    Development: consumes components and creates an Upgrade that you know how to make. At higher levels you can create Custom Upgrades where you select the effects that are attached to them out of a set of blueprints that you have learned.

    Harvesting crafting components.
    Harvesting can be done at any harvest node in the world for your style of crafting. You gain components and a chance of a skillup.

    Skill Tiers
    As some of you will recognize, these are taken from the HERO System:

    Skill Range Name (reqs)
    Tier 1 1-100 Competent (min level 1)
    Tier 2 101-200 Skilled (min level 11, min skill 90)
    Tier 3 201-300 Very Skilled (min level 21, min skill 190)
    Tier 4 301-400 Highly Skilled (min level 31, min skill 290)

    So players buy training in Arms skill for instance, and have access to Competent Arms. They skill up to at least 90 skill rating, and hit level 11, and they can purchase access to Skilled Arms. They then skill up to at least 190 skill rating, and hit level 21 and they will be able to purchase Very Skilled Arms, etc.

    Once you meet the requirements for a new Tier of skill levels you can go to a trainer and purchase training to unlock the next skillrange.

    Researching consumes whatever you feed into it, you can feed in components, or Upgrades. The UI should be giving feedback now on roughly how well you can expect to succeed with what you are researching on. Tier 1 skillups should be quite plentiful at this point. Higher tiers will come more slowly, but will also have rare component and blueprint drops.

    Switching Crafting Schools
    At the moment you don't lose any Blueprints you may have learned, but your skill is lost if you switch. So if you switch from Arms to Mysticism crafting, your skill level will be 1 and your crafting skill should reset to Competent (max skill level 100)

    Flavor
    Arms Upgrades
    Fighting Styles (Blueprint name: Technique)
    Alien Biology (Blueprint name: Dossier)
    Ordnance (Blueprint name: Diagram)

    Mysticism Upgrades
    Arcana (Blueprint name: Grimoire)
    Avatars (Blueprint name: Apotheosis)
    Enchanted Gear (Blueprint name: Imbuement)

    Science Upgrades
    Inventions (Blueprint name: Schematic)
    Mutations (Blueprint name: Mutagen)
    Exposures (Blueprint name:Catalyst)

    I've tried really hard to make sure that Upgrades feel like they can be fitted to a broad array of backgrounds. If your RP background is such that you need a different source, I suggest ignoring the icon and flavor text on the package of numbers and pretending that it fits your character background. We do this in pen and paper RPGs all the time (I had a barbarian that wielded a giant metal bound book, using the stats for greatsword since it had the combat effect I wanted), but unlike a human GM the computer cannot do it for you, so you have to rely on your own powers of imagination.

    The three schools have different focuses of stats as listed below (order is meaningful for the hand crafted Upgrades I am putting together):

    Arms
    Utility Major: 1) END, 2) EGO, 3) INT
    Utility Minor: 1) CON, 2) END, 3) EGO
    Defense Major: 1) CON
    Defense Minor: 1) STR, 2) DEX, 3) REC
    Offense Major: 1) STR, 2) DEX, 3) REC
    Offense Minor: 1) CON, 2) STR, 3) DEX

    Mysticism
    Utility Major: 1) EGO, 2) INT, 3) END
    Utility Minor: 1) EGO2) PRE3) INT
    Defense Major: 1) PRE
    Defense Minor: 1) EGO, 2) END, 3) INT
    Offense Major: 1) REC, 2) DEX, 3) STR
    Offense Minor: 1) PRE, 2) REC, 3) STR

    Science
    Utility Major: 1) INT, 2) END, 3) EGO
    Utility Minor: 1) INT, 2) END, 3) CON
    Defense Major: 1) PRE/CON
    Defense Minor: 1) INT, 2) END, 3) EGO
    Offense Major: 1) DEX, 2) REC, 3) STR
    Offense Minor: 1) REC, 2) DEX, 3) CON

    Stats are definitely mechanically meaningful to your character's performance, the choices you make in picking your character's Talents and Origin, the Superstats you pick as you level up, and the Upgrades you slot in will all add up to enabling very fine tuned control on the players part of how their character is powerful. By making different choices you will have the ability to affect things like cooldown times, how your character is best at gaining energy, how effective different defenses are, hold durations, etc. It's actually seriously cool how much more players will be able to affect mechanically in CO than in other MMOs once all the UI for that stuff is in.


    http://forums.champions-online.com/showthread.php?t=36725
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