Before I begin, let me say that the inspiration for this came from the podcast UCG's last episode, and the round table discussion on Stoked, I was inspired by the thoughts on crafting to come up with something I thought might be pretty neat, so here goes.
The Developer Issue:
Crafting without dilithium or some other meaningful time component allows players to bypass gated dilithium sinks, resulting in too rapid end game progression, and bypasses another potential revenue stream.
The Player Issue :
dilithuim as a component in crafting further removes the appeal of a fairly mundane system in the first place, and will hurt one of the few meaningful sources of fleet social dynamics.
The proposal:
Divide the current crafting system into three separate parts, each one dependant on the others to build more social mechanics. Combine the crafting system with the Doff system to increase immersion and variables, and further the role of crew customization for each player.
How it works:
I will define below the three proposed elements of crafting... Research, Development,Calibration. Players would choose one of the three paths and as they progressed through them eventually unlock more potent variables to what they can craft, and how long it takes,
Research
There's coffee in that nebula - Captain Janeway
Captains that specialize in the research area of crafting unlock a new tab in the Doff Ui, this tab represents the captain's research team. The Captain can fill six slots with science doffs that will perform various research tasks. The primary function of the research tree is the conversion of regular anomalies into rare anomalies, and the creation of schematics. By undertaking research projects, the team uses dilithuim and normal anomalies to create rare anomalies or schematics.
Variables/Game play hooks:
Research doffs could give bonuses to conversion speed, reduced dilituim costs, and increased conversion yields. Special missions could be seeded into memory alpha on timers that grant bonuses to research team projects.
Development
La Forge...so you're the one who's fouled up my engine designs Dr. Leah Brahms
Captains that specialize in development unlock an new tab in the doff ui, allowing them to slot six engineers, these engineers can undertake development projects and craft space and ground equipment using anomalies and schematics provided by research based Captains.
Variables and game play hooks:
Development doffs could give bonuses to develop speed, reduced dilituim costs, and increased development yields. Special missions could be seeded into Earth Space dock on timers that grant bonuses to engineering team projects.
Calibration
Warning, attempting to access impulse flow regulators while engines are engaged is not recommended- Computer
Tell Me something I don't know, Disengage safeties authorization Sisko A-471 - Captain Sisko
Captains that specialize in calibration unlock a new tab in the doff interface that allow them to slot tactical officers in calibration slots. Calibration is the process of tuning items created by development specialized Captains, tuning allows the player to swap around stats on the item increasing an items effectiveness when complete.
Variables and game play hooks:
Calibration doffs could give bonuses to develop everything from fire rate to critical chances, reduced calibration times and special timed missions could be found at K7
And down the road......
If ever we get an exploration revamp, imagine research crewed vessels able to unlock unique research missions in new sectors. Development specialized ships could build components for fleet star bases, or even mining equipment. Calibration ships could be vital in building and maintaining defence forces in territory control.....the possibilities when tied into the doff system are endless, and the customization, social interaction and sense of immersion flying around in your specialized vessel could bring would really continue the innovations that set STO apart form it's competitors.
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