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Professions Needed!!!

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Love the game so far!!! That being said, however, this game is in need of professions. Wether that be consumables, weapons crafting (Ground and Space), armor (Ground and Space), Kit crafting, Ship Stylization Crafting.

This game has tons of different ways to implement many different crafting elements. Just gathering anomilies through scanning and going to vendors is both boring and has no element of accomplishment leaving players unfulfilled.

I haven't gone too much into PVP yet so I can say nothing about that. I have tried CE and that is fun if you have a full group of people that listen to strats and don't mine their party to death. :eek:

Put some crafting in and this game's success will grow. Thanks!
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    There is a light form of crafting in now.. You may have already been there via a mission.

    You can take all those data samples you get, plus an item (of a specific type), and trade them into an NPC at Memory Alpha for a slightly better item of the same type you turned in. Do it enough and more NPCs open up to allow you to turn in higher level items for slightly better higher level items.

    I hope that helps. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I think professions will have to wait until they have a Civilian faction. Civilians can join Starfleet as NCO's or can be freelance traders or can be rogue spies or can be adventurous archaeologists or well known holo-novelists etc etc etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    you obviously haven't played CO.

    Don't expect any form of class from Cryptic. The fact you can be tactical, science or engineer and then fly an escort, cruiser or science vessel is the most class choice of any cryptic game. Cryptic seems to have a view of classes are too restrictive. They have the opinion if you have access to everything, then there's no way you'll be seeing "clones" walking around.

    *cough cough*

    They don't understand "builds" are like the borg. Once a build is published, everyone seems to assimilate to it. If you don't, you're not 1337.

    I would personally love classes, or better defined classes. Yes, it's restrictive, but it forces more divercity as well and more skill to actually overcome class disadvantages.

    As for class crafting, good luck seperating them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    They could simply do like UO did and just have skill trees with your 'class' being defined by what skills you train into :)
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