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Weapons & Traits & Crafting, Oh My...

dkeith2011dkeith2011 Member Posts: 595 Arc User
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.
Post edited by dkeith2011 on

Comments

  • rosetyler51rosetyler51 Member Posts: 1,631 Arc User
    edited May 2014
    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.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community 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.
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  • ledgend1221ledgend1221 Member Posts: 54 Arc User
    edited May 2014
    [Acc] x 5 on everything.
  • grayfoxjamesgrayfoxjames Member Posts: 1,516 Arc User
    edited May 2014
    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.
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  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    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.
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited May 2014
    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.
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited May 2014
    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).
  • gamerwookiegamerwookie Member Posts: 0 Arc User
    edited May 2014
    Customized weapons...
    *thinks* Plasma Repeater Pistol Mk XI [CritD] [CritH] [Borg]
  • gamerwookiegamerwookie Member Posts: 0 Arc User
    edited May 2014
    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)
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    Customized weapons...
    *thinks* Plasma Repeater Pistol Mk XI [CritD] [CritH] [Borg]

    I like the way you think.
  • rinksterrinkster Member Posts: 3,549 Arc User
    edited May 2014
    I can see an adaptation of the new kits paradigm working.

    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
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    Thats the general idea, but slotted traits would be permanent.

    Making them permanent keeps the crafting system interesting and in demand.
  • gamerwookiegamerwookie Member Posts: 0 Arc User
    edited May 2014
    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?
  • edited May 2014
    This content has been removed.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited May 2014
    dkeith2011 wrote: »
    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
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  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    I picture things working like this:

    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.
  • rinksterrinkster Member Posts: 3,549 Arc User
    edited May 2014
    I'd see it working really simply.

    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.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    I'd rather see it kept as open and free form as possible.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    No other ideas?
  • rinksterrinkster Member Posts: 3,549 Arc User
    edited May 2014
    dkeith2011 wrote: »
    I'd rather see it kept as open and free form as possible.

    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.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    rinkster wrote: »
    I'd see it working really simply.

    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.

    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.
  • lowy1lowy1 Member Posts: 964 Arc User
    edited May 2014
    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.
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  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    I've long since accepted that anything of real value in this game will cost dilithium, and I don't see that changing.

    One can dream though...
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited May 2014
    There could be an easy alternative to Dilithium, but doubt people would enjoy it. And that would be long assembly / project times.
  • daka86daka86 Member Posts: 302 Arc User
    edited May 2014
    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 this idea :rolleyes:
  • rosetyler51rosetyler51 Member Posts: 1,631 Arc User
    edited May 2014
    There could be an easy alternative to Dilithium, but doubt people would enjoy it. And that would be long assembly / project times.

    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.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited May 2014
    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.
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  • daka86daka86 Member Posts: 302 Arc User
    edited May 2014
    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:
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited May 2014
    Any sort of crafting revamp would be an improvement at this point.

    Everything mentioned here would be better than what we currently have.
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