Crafting for fleets is now 'fixed' in that Dilithium can be used to craft material blocks, which can then be traded.
This is a fair and reasonable compromise. I still think that its a little bit of a money grab. I must say that not only can I live with this; I can find a way to make it work, and work well. Fleets will still be able to do what they need, and a another buffer exists between crafting, and dilithium/cpoints/cash.
This new change will now make a new type of player/trader/economist, that of the materials broker, maybe even a materials hoarder too.
With the addition of one more layer of economy between cpoints and finished crafted item, we can make this thing work.
Thank you for the change, I like it. It is far from perfect, but you did find a way to make crafting seem less a money grab. Thank you for being fleet and buddy friendly by allowing us to exchange or trade mats.
A few thoughts.....
Varying degress of quality in mats ought to help make more powerful crafted items. If you guys do something like this, you'll actually make people WANT to craft.
How about making it so that the end result of a crafted item is just the base, with those stats going up on any given item, the more they make of that item?
example:
[Phaser Dual Pistols Mk VI [CritD] [DoT2]]
BASE:
Primary Attack: Dual Bolt Setting
Maintain (0.75 max)
Targets Foe; Affects Foe
25 meter Range
0.38 sec activate
__ Phaser Damage x3 (__ DPS)
2.5% chance: +2 Stun
-50% Runspeed
What if this item became more powerful, (up to a point) , based on your familiarity with the type of weapon?
the scale should taper drastically, diminishing returns and all that.
This kind of crafting, (possibly better items, possibly not), will drive interst in the game and get people to play more, and for longer timeframes.
One last thought:
If I spend dilithium on a ship, I ought to get some back when I decommission it.
Again, thanks for the change. It is much appreciated.
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