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Season 9 Dev Blog #7: Kit Revamp

pwlaughingtrendypwlaughingtrendy Member Posts: 2,966 Arc User
Hailing all Captains! Jeff "AdjudicatorHawk" Hamilton, Systems Designer with Thomas "TheCrypticCat" Marrone, UI Artist is showcasing the brand new Kit system! Learn about the exciting additions in this entry of the Season 9 News Dev Blog series.

Link to the blog.

~LaughingTrendy
Post edited by Unknown User on
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Comments

  • johngazmanjohngazman Member Posts: 2,826 Arc User
    edited April 2014
    Very glad to see not only are old kits remaining in-game, but you can trade them in for goodies. Very nice.

    As to the revamp itself...I shall have to test some before I start passing judgement. Initial prognosis is optimistic, however.
    You're just a machine. And machines can be broken.
    StarTrekFirstContactBorgBattleonetumblr_lln3v6QoT31qzrtqe.gif
  • captainmd10captainmd10 Member Posts: 199 Arc User
    edited April 2014
    I saw that initial title typo there Trendy.

    But in all seriousness, I've tested the kits and love the new customization potential.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited April 2014
    Ever awaiting the Undine rep.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
    ashkrik_by_lindale_ff-d65zc3i.png
  • thay8472thay8472 Member Posts: 6,165 Arc User
    edited April 2014
    I suspect this was only changed so you can "sell" new abilities via lockboxes/reps and so on.
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
  • dirlettiadirlettia Member Posts: 1,632 Arc User
    edited April 2014
    Dont suppose we can have kit modules as powers rather than objects in the inventory? I know we just had a nice increase given to us but this change will swallow the increase whole in one foul swoop :eek:

    Maybe have the device to learn the power drop but make it a consumable so it is effectively bound on equip.

    Mind you how are these modules bound or are they currently bind to char or account?

    Still waiting to be able to use forum titles
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited April 2014
    thay8472 wrote: »
    I suspect this was only changed so you can "sell" new abilities via lockboxes/reps and so on.

    That is just an added bonus for them, they've been talking about a kit revamp for a couple years now.
  • johngazmanjohngazman Member Posts: 2,826 Arc User
    edited April 2014
    thay8472 wrote: »
    I suspect this was only changed so you can "sell" new abilities via lockboxes/reps and so on.

    The leaked details regarding the Undine Lockbox would confirm these suspicions, if the leak was true.
    You're just a machine. And machines can be broken.
    StarTrekFirstContactBorgBattleonetumblr_lln3v6QoT31qzrtqe.gif
  • z3ndor99z3ndor99 Member Posts: 1,391 Arc User
    edited April 2014
    New modules are available in the Undine rep, so we can expect lockbox modules very soon ( probably as I have not seen any leaks what so ever.... ).
  • hyplhypl Member Posts: 3,719 Arc User
    edited April 2014
    thay8472 wrote: »
    I suspect this was only changed so you can "sell" new abilities via lockboxes/reps and so on.

    People have been asking for this for a while. Lockbox monetization is icing on the cake. The Undine rep system will also have new modules, 2 for each class I believe. This new system also allows for Cryptic to add more ground abilities into the game and add more variety with ground builds. Of course, this'll probably fall flat on its face since ground combat is still lackluster.
  • f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    edited April 2014
    Does this mean that our current kits will no longer work? ... And I will have to kiss my beloved borg sci kit goodbye after all these years?
    Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
    " We stand TOGETHER and fight with HONOR!"

    U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited April 2014
    Regardless of Cryptic selling new modules (Which technically they were doing with Embassy/Spire kits, just saying), existing kit modules can be combined differently this way. Its completely possible for my engineer to have for instance, a kit thats got the Flamethrower turret, the Quantum Mortar, Chroniton Mines, Transphasic Bombs and Shield Heal. That's pretty powerful and promotes being able to be creative with your powers.

    EDIT:
    genhauk wrote: »
    Does this mean that our current kits will no longer work? ... And I will have to kiss my beloved borg sci kit goodbye after all these years?

    Nope. Old kits won't be converted. Fleet kits have the option of being converted to the new kits. But you can totally rock the old school kits just fine. They're fully functional and so on. They're allowing you to opt out of the new system if you like it.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • hyplhypl Member Posts: 3,719 Arc User
    edited April 2014
    genhauk wrote: »
    Does this mean that our current kits will no longer work? ... And I will have to kiss my beloved borg sci kit goodbye after all these years?

    ...Did you even read the blog? Your old kits will still work! :P
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited April 2014
    johngazman wrote: »
    Very glad to see not only are old kits remaining in-game, but you can trade them in for goodies. Very nice.

    As to the revamp itself...I shall have to test some before I start passing judgement. Initial prognosis is optimistic, however.

    You can test them on tribble right now
    dirlettia wrote: »
    Dont suppose we can have kit modules as powers rather than objects in the inventory? I know we just had a nice increase given to us but this change will swallow the increase whole in one foul swoop :eek:

    Maybe have the device to learn the power drop but make it a consumable so it is effectively bound on equip.

    Mind you how are these modules bound or are they currently bind to char or account?

    Right now on tribble dropped ones are bound on equip like current kits.
  • worffan101worffan101 Member Posts: 9,518 Arc User
    edited April 2014
    Not bad.

    I'm neither for nor against the changes (probably stick with my current gear for old times' sake), but I am impressed at a job very well done.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited April 2014
    Hailing all Captains! Jeff "AdjudicatorHawk" Hamilton, Systems Designer is showcasing the brand new Kit system! Learn about the exciting additions in this entry of the Season 9 News Dev Blog series.

    Link to the blog.

    ~LaughingTrendy

    What will this mean for Kits we've already got, or extremely rare kits that were released but are not longer avaliable, like the Borg Science kit? :confused:
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited April 2014
    webdeath wrote: »
    What will this mean for Kits we've already got, or extremely rare kits that were released but are not longer avaliable, like the Borg Science kit? :confused:

    It said in the blog post, your old kits will be fine, they will not be changed or taken away at all.
  • f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    edited April 2014
    hypl wrote: »
    ...Did you even read the blog? Your old kits will still work! :P

    I'm at work and can't spend much time reading completely so had to skim.
    Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
    " We stand TOGETHER and fight with HONOR!"

    U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
  • hyplhypl Member Posts: 3,719 Arc User
    edited April 2014
    webdeath wrote: »
    What will this mean for Kits we've already got, or extremely rare kits that were released but are not longer avaliable, like the Borg Science kit? :confused:

    You can still use the kits, but they will no longer be obtainable (or crafted if they're removed from crafting).

    And for people worried about their Borg science kits, you can MAKE YOUR OWN with the new system! :D
  • killdozer9211killdozer9211 Member Posts: 920 Arc User
    edited April 2014
    Any dev comments on the prospect of future kits with cross-career modules?

    Maybe an engineering kit with a single tac module slot, etc?

    Edit: Also, could you please amend the dev blog with a master list of the powers and to which specialization they're being assigned?
  • z3ndor99z3ndor99 Member Posts: 1,391 Arc User
    edited April 2014
    webdeath wrote: »
    What will this mean for Kits we've already got, or extremely rare kits that were released but are not longer avaliable, like the Borg Science kit? :confused:

    All your old kits will be fine an work a ok, it has been said by a dev that with mk 12 frame and v.rare modules, you can make your own version of the borg kit.
  • thegalaxy31thegalaxy31 Member Posts: 1,211 Arc User
    edited April 2014
    Any dev comments on the prospect of future kits with cross-career modules?

    Maybe an engineering kit with a single tac module slot, etc?

    Oh. Please NO
    I would love to visit this star in-game...or maybe this one!
    Won't SOMEONE please think of the CHILDREN?!
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited April 2014
    Happy you're doing this.

    Sad that you're not taking it far enough.

    A universal belt. Choose what you need per mission.

    I have an iphone - I choose what I want to use. You'd think by the 24th century you could do that with your kit as well.
  • hyplhypl Member Posts: 3,719 Arc User
    edited April 2014
    Any dev comments on the prospect of future kits with cross-career modules?

    Maybe an engineering kit with a single tac module slot, etc?
    Oh. Please NO

    Oh yes, it's gonna happen. No question about it. Maybe a year from now, we'll have cross-career kits. ;)
  • tucker84tucker84 Member Posts: 113 Arc User
    edited April 2014
    What will happen with the ground skills? Every time i mix my kit modules, probably i will have to retrain...
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited April 2014
    Happy you're doing this.

    Sad that you're not taking it far enough.

    A universal belt. Choose what you need per mission.

    I have an iphone - I choose what I want to use. You'd think by the 24th century you could do that with your kit as well.

    That's a bit silly though. Your character has a career specialization. Those gears are what they're trained to use. What your saying is that someone with a degree in Industrial Engineering should also be able to know how to use stuff from the Biology labs just as well as a biologist.

    The answer is NO! Class specialization exists for a reason. You can't have a free-for-all.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • coupaholiccoupaholic Member Posts: 2,188 Arc User
    edited April 2014
    hypl wrote: »
    Oh yes, it's gonna happen. No question about it. Maybe a year from now, we'll have cross-career kits. ;)

    I don't see why not.

    We can do the same in space.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited April 2014
    That's a bit silly though. Your character has a career specialization. Those gears are what they're trained to use. What your saying is that someone with a degree in Industrial Engineering should also be able to know how to use stuff from the Biology labs just as well as a biologist.

    The answer is NO! Class specialization exists for a reason. You can't have a free-for-all.

    Yea, that would defeat the point of classes.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
    ashkrik_by_lindale_ff-d65zc3i.png
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited April 2014
    That's a bit silly though. Your character has a career specialization. Those gears are what they're trained to use. What your saying is that someone with a degree in Industrial Engineering should also be able to know how to use stuff from the Biology labs just as well as a biologist.

    The answer is NO! Class specialization exists for a reason. You can't have a free-for-all.

    According to the trend with Cryptic too you are not allowed to keep what you grind for lol. They do more revamps/nerfing than anything when the game needs new content. They keep you grinding to keep getting back what they take from you in a never ending cycle.
  • rinksterrinkster Member Posts: 3,549 Arc User
    edited April 2014
    Can't see anything particulary wrong with this change.

    It offers ground configurations a lot more flexibility, even a bit of power creep, but in the context of ground combat this isn't too bad an idea.

    The Voth ground zone has been a great incentive to look again at ground combat. I was quite a fan of Nukara ground too, though never really found my groove on Deferi.

    Thus, mixing things up to give players a better grasp on ground powers is a good thing.

    Not sure what this will mean for ground PvP. It will either give min maxers an advantage, or it will mix things up sufficiently that the playing field is levelled somewhat.
  • rinksterrinkster Member Posts: 3,549 Arc User
    edited April 2014
    tucker84 wrote: »
    What will happen with the ground skills? Every time i mix my kit modules, probably i will have to retrain...

    Same as if you changed your specialisation in space.
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