I really like the idea of the Trait system. Despite the limits on the number of traits you can have active at one time it allows for a considerable degree of character customization.
That customization gave me an idea.
What if a Trait-like system was developed for space and ground weapons? Or gear in general?
Going with weapons as an example for now.
Instead of weapons having the current [Acc], [Dam], [Borg] and other mods, what if those mods were made traits with each weapon having a number of trait slots determined by its quality?
Example (Slot numbers are for reference only)
White = 1 slot
Green = 2 slots
Blue = 3 slots
Purple = 4 slots
Fleet = 5 slots
Using the crafting system, players could freely mix and match traits to fit a chosen play style and revitalize that sadly undeveloped area of the game.
Imagine having things like [Wide-Angle] [Bio-Molecular] [CritD] [CritH] Quantum Torpedo Launchers and tell me this system wouldn't be fun.
People have made this topic before and while I would LOVE a crafting revamp there is one major flaw. Some players would use this to build some of the most broken pieces of gear in the history of gaming.
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rattler2Member, Star Trek Online ModeratorPosts: 59,174Community Moderator
edited May 2014
Would be fun... but would open the door to serious abuse and uberbuilds to rule uberbuilds. Not that we don't already have uber vape builds. Might get more interest for ground combat though, as I don't think there's an uber ground build due to the distinctiveness of the classes showing more there. And technically, we got something kinda like that with the customizable kits now, but with the abilities we can slot in them.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
People have made this topic before and while I would LOVE a crafting revamp there is one major flaw. Some players would use this to build some of the most broken pieces of gear in the history of gaming.
I would love to see the ability to craft your own Buffs/Traits into weapons and items but as you just mentioned this opens up a world of broken stuff and also probably all kinds of eventual exploits.
Fleet Admiral Thomas Winston James a.k.a. The Grayfox Fleet Leader of:
Liberty Task Force/Liberty Honor Guard
Pride of the Federation/Pride of the Empire
Liberty Guardians U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class
It would be tricky to balance I'm sure, but if there is ever going to be real crafting in this game something drastic is going to have to happen.
As for exploits and uberbuilds; something as simple as limiting the weapon traits to no more than 2 of the same trait on a given weapon should prevent that.
I would not be surprised to see Crafting turn into a Rep-type Doff system where the player is not really all that involved - other then helping secure necessary components. T1 Crafting allows you to make simple things all the way to T5 where you can Craft unique things in-line with what we already see in the various Rep systems.
STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
Be interesting if the Crafting revamp goes in line with the crafting we saw in Star Trek itself, where the items they modified or created, tended to be better than the standard equipment. Like getting a little more power out of the warp core, or a little more warp speed from the engines. Or extended sensor ranges, or faster firing rates with weapons.
This is what I feel STO crafting from now on should reflect. Drops, rewards, and Fleet Stores could continue with the current traits, while Crafted is open to a new variety that potentially be as good as Fleet Versions. And given Kits now use a gem-type system, crafted items perhaps could follow suit, but some gems could be extremely unique or only bought from Fleet Stores (which allows them to be upgraded to Ultra / Fleet quality).
What I would like to see in weapon customization is not only customizing what mods you have on it, but also customizing the look. Like, have a Mk XI phaser rifle look like a Mk VII rifle (one that looks more like an assault rifle instead of a sniper rifle)
Wait, I have a suggestion; How about customizable primary and secondary functions as well?
For example; an auto-rifle with a pulsewave secondary. Or a compression pistol with a stun beam secondary.
Or do you think that would take away from HAVING those weapon types?
I really like the idea of the Trait system. Despite the limits on the number of traits you can have active at one time it allows for a considerable degree of character customization.
That customization gave me an idea.
What if a Trait-like system was developed for space and ground weapons? Or gear in general?
Going with weapons as an example for now.
Instead of weapons having the current [Acc], [Dam], [Borg] and other mods, what if those mods were made traits with each weapon having a number of trait slots determined by its quality?
Example (Slot numbers are for reference only)
White = 1 slot
Green = 2 slots
Blue = 3 slots
Purple = 4 slots
Fleet = 5 slots
Using the crafting system, players could freely mix and match traits to fit a chosen play style and revitalize that sadly undeveloped area of the game.
Imagine having things like [Wide-Angle] [Bio-Molecular] [CritD] [CritH] Quantum Torpedo Launchers and tell me this system wouldn't be fun.
they might make something like the mod system in Champions. 0-however many slots you can stick things in to boost stats.... Of course mods aren't free. :P
Player purchases a Purple Phaser Sniper Rifle Mk X with 4 Trait slots.
The player has access to a variety of Traits (gained from mission unlocks, c-store purchases, etc.) and chooses to slot [Acc], [CritD]x2 & [CritH]. These are permanent selections and cannot be changed.
The crafting table at Memory Alpha (or where ever) lists the total materials cost for these mods as X Dilithium (or possibly Unreplicatable Materials), Y Energy Credits and a Rifle Schematic.
The player makes the necessary payments and walks away with a shiny new customized sniper rifle.
Apply the same system to all weapons and gear in the game and you suddenly have a thriving and robust player crafting system.
Certain items, such as the Hyper-Plasma Launcher, could not be duplicated in this system and would be obtained exactly as they are now. This keeps the Reputation gear unique and desirable.
Other items found on c-store ships, such as the Wide-Angle Quantum Torpedo Launcher, would unlock a special trait for future crafting. In this case [Wide-Angle] would become available to the player for future crafting. This keeps the c-store relevant for the monetized purchase of special traits.
The new kit system proves that this kind of system can work mechanically in the game engine. Balance could be tricky but simply limiting the system to no more than 2 or 3 of the same trait and no more than 1 of very special traits on a given item should prevent extreme abuse or exploits.
If the Devs find any of this idea useful, I offer it freely to them.
There should BE NO DIL involved unless you are getting components from fleets and only at Mk XII. Or have fleet weapon froms which give the max amount of trait slots or w/e.
Wait, I have a suggestion; How about customizable primary and secondary functions as well?
For example; an auto-rifle with a pulsewave secondary. Or a compression pistol with a stun beam secondary.
Or do you think that would take away from HAVING those weapon types?
I like the idea of custom weapons.
You would have to ensure players couldn't create game breaking uber weapons though (the previously mentioned ACCx5).
I think a system like the kit system would be ideal, that allows great customisation without getting too powerful at the same time.
Start with a weapon base, the type would determine what mods could be fitted. Certain weapon types would be limited to certain attributes though the same as the currently are. You want a sniper rifle you need to by one for example, no sniper dual pistols!
Then you can customise the component parts to give you the weapon mods. Also the look of the weapon could be customised in a similar manner to how uniforms are done now.
I think a lot of people would love to have a weapon at least has the look they want, even the stats stay the same.
Customisation is what people want these days and anything that improves or expands thus would be a positive move IMO.
i`me interested of what set may be add to the revamp crafting like update Aegis whit 4 set bonus
and items like do not need a level.
their is a mod i like to see is Decrease Power Use on Weapons (DPUW) ore something like this.
Some Weapon Sets and variants like beem aux, ore canon eng and will be nice to get a full ground set whit outfit unlock. Perhaps Evan some kit frames and powers modules.:rolleyes:
Comments
normal text = me speaking as fellow formite
colored text = mod mode
I would love to see the ability to craft your own Buffs/Traits into weapons and items but as you just mentioned this opens up a world of broken stuff and also probably all kinds of eventual exploits.
Fleet Leader of:
Liberty Task Force/Liberty Honor Guard
Pride of the Federation/Pride of the Empire
Liberty Guardians
U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class
Game Handle: Grayfox@GrayfoxJames
Website: https://www.libertytaskforce.com
Armada (STOFA Member Fleet): https://www.libertytaskforce.com/stofa
Discord: https://discord.gg/bGp9N7z
Twitter: STOFA@LTFGrayfox
Email: CSDynamix@Hotmail.com
As for exploits and uberbuilds; something as simple as limiting the weapon traits to no more than 2 of the same trait on a given weapon should prevent that.
This is what I feel STO crafting from now on should reflect. Drops, rewards, and Fleet Stores could continue with the current traits, while Crafted is open to a new variety that potentially be as good as Fleet Versions. And given Kits now use a gem-type system, crafted items perhaps could follow suit, but some gems could be extremely unique or only bought from Fleet Stores (which allows them to be upgraded to Ultra / Fleet quality).
*thinks* Plasma Repeater Pistol Mk XI [CritD] [CritH] [Borg]
I like the way you think.
Each [woteva] would be classed in one of two categories.
Weapons would work like kit frames, and you can slot some from column A and some from column B
Making them permanent keeps the crafting system interesting and in demand.
For example; an auto-rifle with a pulsewave secondary. Or a compression pistol with a stun beam secondary.
Or do you think that would take away from HAVING those weapon types?
My character Tsin'xing
Player purchases a Purple Phaser Sniper Rifle Mk X with 4 Trait slots.
The player has access to a variety of Traits (gained from mission unlocks, c-store purchases, etc.) and chooses to slot [Acc], [CritD]x2 & [CritH]. These are permanent selections and cannot be changed.
The crafting table at Memory Alpha (or where ever) lists the total materials cost for these mods as X Dilithium (or possibly Unreplicatable Materials), Y Energy Credits and a Rifle Schematic.
The player makes the necessary payments and walks away with a shiny new customized sniper rifle.
Apply the same system to all weapons and gear in the game and you suddenly have a thriving and robust player crafting system.
Certain items, such as the Hyper-Plasma Launcher, could not be duplicated in this system and would be obtained exactly as they are now. This keeps the Reputation gear unique and desirable.
Other items found on c-store ships, such as the Wide-Angle Quantum Torpedo Launcher, would unlock a special trait for future crafting. In this case [Wide-Angle] would become available to the player for future crafting. This keeps the c-store relevant for the monetized purchase of special traits.
The new kit system proves that this kind of system can work mechanically in the game engine. Balance could be tricky but simply limiting the system to no more than 2 or 3 of the same trait and no more than 1 of very special traits on a given item should prevent extreme abuse or exploits.
If the Devs find any of this idea useful, I offer it freely to them.
ACC mods would be classed as their own category, CRTD and CRTH another category, and have a third category of things like BORG, KB etc.
First you'd craft a weapon, and choose from a number of possible configurations as regards what category and how many mods.
Perhaps it'd be limited to two category 1, one category two and one category three.
Or 1/2/1, and so on.
Then you run into the OP problem. [ACC]x5.
I think the system that kits use now, with its inherent classification of possible mods, is the way to go.
It allows customisation, while mitigating excesses.
I'd go further, and introduce some new, class specific mods.
Perhaps tacticals get to craft an improved [ACC] mod, engineers an improved [DAM] and scientists get a [SLOW] effect, things like that.
A simple limitation on how many times the same trait can be applied solves that problem.
Off hand I can't think of any piece of gear in the game that has more than 3 of the same trait. That same limit would apply to crafted items.
One can dream though...
i like this idea :rolleyes:
Neverwinter has a crafting system like that. You can wait to get your gear and mats or you can use their version of dil to skip it.
You would have to ensure players couldn't create game breaking uber weapons though (the previously mentioned ACCx5).
I think a system like the kit system would be ideal, that allows great customisation without getting too powerful at the same time.
Start with a weapon base, the type would determine what mods could be fitted. Certain weapon types would be limited to certain attributes though the same as the currently are. You want a sniper rifle you need to by one for example, no sniper dual pistols!
Then you can customise the component parts to give you the weapon mods. Also the look of the weapon could be customised in a similar manner to how uniforms are done now.
I think a lot of people would love to have a weapon at least has the look they want, even the stats stay the same.
Customisation is what people want these days and anything that improves or expands thus would be a positive move IMO.
and items like do not need a level.
their is a mod i like to see is Decrease Power Use on Weapons (DPUW) ore something like this.
Some Weapon Sets and variants like beem aux, ore canon eng and will be nice to get a full ground set whit outfit unlock. Perhaps Evan some kit frames and powers modules.:rolleyes:
Everything mentioned here would be better than what we currently have.