OK, as some of you may or may not know, I LOVED the old crafting system. it really gave a sense that my hero was a Scientist/Mystic researcher/Weapons technician in their downtime.
its why the new mod system, while useful, left me feeling a bit empty.
here's an idea to bring back some of the old feeling we used to get from old crafting..
Why not port over the Duty officer system from STO to CO?
instead of sending duty officers off on missions, you could work on research projects in your hero's downtime.
it could be made in the flavor of the old crafting system even, we could have back old crafting without the inventory stuffing itemspam.
we could have Science, Mysticism, and Arms supercategories for research, each one having its old
subcategories.
you would start a research project, it would complete in realtime over a period somewhere between an hour and 2 days depending on the importance and reward granted.
you could earn virtual crafting mats from the smaller research projects, and have special research projects like STO has for crafting advanced stuff.
we could even have commendation ranks and perks for gaining them.
research projects could also reward small amounts of Questionite, Resources, or XP on completion.
the virtual crafting mats would be stored in a way similar to recognition but would show on your characters research page instead of currencies.
This is a wonderful idea! I would have supported this if I had randomly stumbled across it. Being in the same sg simply has made it possible for me to see this idea faster. xD
Honestly, Neverwinter's crafting is better system over all if you want to steal it. The DOff system would make little sense in Champions, I would prefer a system where we higher individuals to do our work, like it is done in Neverwinter. That being said, for a crafting system to even work with the mod system, they would probably have to gut it again and change how mods work completely... again.
Your suggestion keeps making less and less sense the more you try to explain it honestly. Why would I replace a valuable mod with a power replacer? Why would we even go back to the horrid Crafted Travel Power system? The only way to make said system valuable would be to actually allow craftable gear but that would require gutting and changing mods completely again. Not to mention I doubt, just like with STO or Neverwinter, a crafted item will ever compare to the end game or heirloom gear, so it's really just a losing scenario.
Laying aside the power replacer aspect for now, the CTPs were horrid because they were an awful grind. using a system like the STO DoFF system, where progress can be made towards them simply by setting up a project and letting it complete by itself, would eliminate the problem of constant grinding for it, because all the "grind" would happen automatically once you set up the projects required.
you should look into how the STO DoFF system works because from how you've been responding it suggests you don't know.
The DOff system works nothing like that and instead are micro missions that have a random chance of failure that give small little XP boosts and sometimes items of questionable value, and mostly small dilithium bonuses.
STO DOFF system has nothing to do with crafting, Gradii.
You can max your success chance to 100% there, but you can never pick reward - it's always random, even if you crit and win purple gear, you can't pick what it is. Also, DOFF assignments very often have random availability.
What you are describing is pretty much NW Professions system. Which could fit with CO. With few tweaks.
Honestly, Neverwinter's crafting is better system over all if you want to steal it. The DOff system would make little sense in Champions, I would prefer a system where we higher individuals to do our work, like it is done in Neverwinter. That being said, for a crafting system to even work with the mod system, they would probably have to gut it again and change how mods work completely... again.
Neverwinter has both the Professions and Mods. I see no reason why CO can't have both too.
EDIT: And I'd prefer NW's Profession to STO's DOFF assignments for much the same reason meedacthunist stated.
Why can't we just have crafting back but it doesn't make gear but the old items, costumes and power replacers we used to have readily available? And Cryptic can't charge us for it since its removed content.
And no, it won't replace mods since they will go into aura slots or what have you.
I got alchemy to 20 on NW. and several others into the teens.
Roughly how it works Gradii.
you have;
workers in varying grades- white to purple
tools in varying grades - white to purple
materials also varying grades.
ALL are tradeable
All are stored in a separate section of your inventory- a large section
depending on your skill level ,what tasks are available to them.
each task requires either, workers, tools, materials or a combination thereof.
each also has a set time.
higher ranked workers shortened the time for a task to finish.
higher ranked tools increased success chance or chance of a higher level result.
you can get items, xp, cash, materials or a combination as a reward.
you start with 1 work slot. you could get up to 12 slots for working, as perks
Foe example, get 1 more for getting a craft skill to Level 3, another for getting to 10, 1 for getting a 50% time discount.
it actually is quite a good system. It is done in real time, by your workers, all you do is set and forget.
It does sound pretty much like what you are after.
as for the random results, this was one time I loved the RNG. Those random potions were hilarious.:biggrin: I used all mine
how about rather than your hero doing all the projects themselves in their downtime, the system adds elements of a supporting cast (which could utilise the doff system with less gutting) - lets face it most mainstream heroes have a supporting cast who aid them in their battles with evil - for example DC's Star Labs are often doing research for the various members of the JLA.
There could be Supporting Cast Types -
Scientist
Journalist/Reporter
Mechanic
Primus Agent
Until Agent
etc
If these could be named by players to add further immersion that would be all the better but even randomly generated names could/would work.
If this was implemented it could easily be monetized as per the STO DOFF system with Supporting Cast packs tied into events or game areas - e.g there could be enemy group packs containing spies and informers (VIPER, ARGENT ETC)
Edit:
Oh and my memory may be faulty but I am sure some of the STO Doff missions did actually reward items and consoles alongside the normal xp, resource, dilithium rewards - so crafting of a sort.
Edit:
Oh and my memory may be faulty but I am sure some of the STO Doff missions did actually reward items and consoles alongside the normal xp, resource, dilithium rewards - so crafting of a sort.
Not even of a sort. More like additional loot table. You can take an assignemnt which, in theory may reward you with gear. But quality is random (though chances can be improved with better doffs), also prefixes and stats are random and with no control from the player. It's just another source of vendor trash.
Yeah, I prefer NW's system since tasks don't fail and you know what you'll have when you choose the task. The only outlier to that statement is the rare tasks that have different levels of success that could result in a higher quality item. But you at least know what the minimum result is when you choose. You can even increase the rate to get the top result to 100%.
+1 to including NW's crafting as long as it comes with the Gateway so I can do all my crafting out of the game.
Yeah, I know, not what DaZee is asking for. And I actually hated the old crafting system. Good riddance.
Liath's idea is interesting. Anyone that heroes long enough is bound to pick up contacts at some point no matter how terrible they are at the job. Even the most anti-social hermit hero is going to run into the odd reporter or scientist that won't leave them alone.
No one can do it all. Unless you are a demigod vampire legendary dragon werecatgirl elementalist gunslinger with a fifth eye that knows all and sees all that was thrown out of heaven and hell for being too badass.
I don't really feel the STO Doff system would fit here. I can't say I truly enjoy it in STO, but I see what they were going for - a way of interacting with your crew so you can better feel like you're in command. It makes sense there because it adds to the Star Trek experience.
I'd love to see new features added, but unless they explore untouched aspects of the superhero genre I'd consider them a far lower priority. We need customizable sidekicks, an expanded nemesis system and secret identity content first.
__________________________________________________
The poster formerly known as Lightwave!
OK, as some of you may or may not know, I LOVED the old crafting system. it really gave a sense that my hero was a Scientist/Mystic researcher/Weapons technician in their downtime.
its why the new mod system, while useful, left me feeling a bit empty.
here's an idea to bring back some of the old feeling we used to get from old crafting..
Why not port over the Duty officer system from STO to CO?
instead of sending duty officers off on missions, you could work on research projects in your hero's downtime.
it could be made in the flavor of the old crafting system even, we could have back old crafting without the inventory stuffing itemspam.
we could have Science, Mysticism, and Arms supercategories for research, each one having its old
subcategories.
you would start a research project, it would complete in realtime over a period somewhere between an hour and 2 days depending on the importance and reward granted.
you could earn virtual crafting mats from the smaller research projects, and have special research projects like STO has for crafting advanced stuff.
we could even have commendation ranks and perks for gaining them.
research projects could also reward small amounts of Questionite, Resources, or XP on completion.
the virtual crafting mats would be stored in a way similar to recognition but would show on your characters research page instead of currencies.
My idea would be:
SG Bases ( including researches )
But this needs to be thought careffully... the amount of needed resources should be based on the amount of @handles in your SG.. means if you onyl have 5 @players in it you need less resources for stuff than an SG with like 100 members
(( a similiar system they added in warframe to make it fair and it works suprisingly good ))
Rewards can be gear,questionite , reputation maybe, perks , costume pieces and so on...
For the bases id like also to see uploadable pictures for signs and emblems.. like when you have a SG you can make your custom eblem.. 120x120pixels or something... would be so cool
But this needs to be thought careffully... the amount of needed resources should be based on the amount of @handles in your SG.. means if you onyl have 5 @players in it you need less resources for stuff than an SG with like 100 members
(( a similiar system they added in warframe to make it fair and it works suprisingly good ))
Rewards can be gear,questionite , reputation maybe, perks , costume pieces and so on...
For the bases id like also to see uploadable pictures for signs and emblems.. like when you have a SG you can make your custom eblem.. 120x120pixels or something... would be so cool
No, that would be exploitable (as in people would get kicked just to have a faster building time), and no it should be a group effort. You have a small SG, you aren't going to build the Xavier mansion in a few short days. It's going to take you months if not longer. The fleet projects and by extension SG HQ projects should require work of groups. Trying to limit the construction time and making it smaller based on group size just screams for exploiting.
And before you say to be fair, no it isn't fair. And no it shouldn't be fair. If you want the stuff a large SG could muster then either become a large SG, put your nose to the grind stone or suck it up and join a large SG. Otherwise you will just cause SGs to break up to get an easier time at this resource management since smaller will equal faster, and there is no way you can slice that and make it fair. Because no, basing resources on SG size is not fair either, as all you do is shove a middle finger at the large SGs.
+1 for the modified NW idea. I use that thing extensively. It's a shame there are no real permanent sidekicks like in NW. A faction based version based on the different factions in Champions would be cool too. Porting over the Sword Coast Adventures deal would be interesting. Since we already have a PnP side to things, one could even make a multiplayer game with it instead of the single player/team deal in NW.
"I tried to look at that page but saw only inane comments."
I think that would be a great idea my guess your an ex city player, I loved the base system with all of its features. I have tried to to love the current Hideouts but they seem to be lacking, while they are great for players who have multi-toons (account bank) I cant really see a purpose in the game they need to be more interactive.
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Please.. we need this devs. xD
Importing some systems that do work nice on the other games.
Totally support it
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Silverspar on PRIMUS
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The DOff system works nothing like that and instead are micro missions that have a random chance of failure that give small little XP boosts and sometimes items of questionable value, and mostly small dilithium bonuses.
Silverspar on PRIMUS
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You can max your success chance to 100% there, but you can never pick reward - it's always random, even if you crit and win purple gear, you can't pick what it is. Also, DOFF assignments very often have random availability.
What you are describing is pretty much NW Professions system. Which could fit with CO. With few tweaks.
Neverwinter has both the Professions and Mods. I see no reason why CO can't have both too.
EDIT: And I'd prefer NW's Profession to STO's DOFF assignments for much the same reason meedacthunist stated.
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And no, it won't replace mods since they will go into aura slots or what have you.
Roughly how it works Gradii.
you have;
workers in varying grades- white to purple
tools in varying grades - white to purple
materials also varying grades.
ALL are tradeable
All are stored in a separate section of your inventory- a large section
depending on your skill level ,what tasks are available to them.
each task requires either, workers, tools, materials or a combination thereof.
each also has a set time.
higher ranked workers shortened the time for a task to finish.
higher ranked tools increased success chance or chance of a higher level result.
you can get items, xp, cash, materials or a combination as a reward.
you start with 1 work slot. you could get up to 12 slots for working, as perks
Foe example, get 1 more for getting a craft skill to Level 3, another for getting to 10, 1 for getting a 50% time discount.
it actually is quite a good system. It is done in real time, by your workers, all you do is set and forget.
It does sound pretty much like what you are after.
as for the random results, this was one time I loved the RNG. Those random potions were hilarious.:biggrin: I used all mine
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There could be Supporting Cast Types -
Scientist
Journalist/Reporter
Mechanic
Primus Agent
Until Agent
etc
If these could be named by players to add further immersion that would be all the better but even randomly generated names could/would work.
If this was implemented it could easily be monetized as per the STO DOFF system with Supporting Cast packs tied into events or game areas - e.g there could be enemy group packs containing spies and informers (VIPER, ARGENT ETC)
Edit:
Oh and my memory may be faulty but I am sure some of the STO Doff missions did actually reward items and consoles alongside the normal xp, resource, dilithium rewards - so crafting of a sort.
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Yeah, I know, not what DaZee is asking for. And I actually hated the old crafting system. Good riddance.
Liath's idea is interesting. Anyone that heroes long enough is bound to pick up contacts at some point no matter how terrible they are at the job. Even the most anti-social hermit hero is going to run into the odd reporter or scientist that won't leave them alone.
No one can do it all. Unless you are a demigod vampire legendary dragon werecatgirl elementalist gunslinger with a fifth eye that knows all and sees all that was thrown out of heaven and hell for being too badass.
[at]riviania Member since Aug 2009
I'd love to see new features added, but unless they explore untouched aspects of the superhero genre I'd consider them a far lower priority. We need customizable sidekicks, an expanded nemesis system and secret identity content first.
The poster formerly known as Lightwave!
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I was Dubsy on the Old Forums. I am still @Dubsy in-game. Also, lol.
You have fun slaving away in your workshop. I'm going to hire a sucker to do all that icky stuff for me.
[at]riviania Member since Aug 2009
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My idea would be:
SG Bases ( including researches )
But this needs to be thought careffully... the amount of needed resources should be based on the amount of @handles in your SG.. means if you onyl have 5 @players in it you need less resources for stuff than an SG with like 100 members
(( a similiar system they added in warframe to make it fair and it works suprisingly good ))
Rewards can be gear,questionite , reputation maybe, perks , costume pieces and so on...
For the bases id like also to see uploadable pictures for signs and emblems.. like when you have a SG you can make your custom eblem.. 120x120pixels or something... would be so cool
You do know most of the legacy travel power devices have similar Q store abilites
No, that would be exploitable (as in people would get kicked just to have a faster building time), and no it should be a group effort. You have a small SG, you aren't going to build the Xavier mansion in a few short days. It's going to take you months if not longer. The fleet projects and by extension SG HQ projects should require work of groups. Trying to limit the construction time and making it smaller based on group size just screams for exploiting.
And before you say to be fair, no it isn't fair. And no it shouldn't be fair. If you want the stuff a large SG could muster then either become a large SG, put your nose to the grind stone or suck it up and join a large SG. Otherwise you will just cause SGs to break up to get an easier time at this resource management since smaller will equal faster, and there is no way you can slice that and make it fair. Because no, basing resources on SG size is not fair either, as all you do is shove a middle finger at the large SGs.
Silverspar on PRIMUS
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I think that would be a great idea my guess your an ex city player, I loved the base system with all of its features. I have tried to to love the current Hideouts but they seem to be lacking, while they are great for players who have multi-toons (account bank) I cant really see a purpose in the game they need to be more interactive.