For someone that has drudged his way through EQ since beta, and moved to WoW after all the Necro nerfs in EQ....can someone explain to me why so many whine about the lack of crafting in STO?
Seriously, in any fantasy game the devs can create any mini-game or time sync they want. Please show me one instance, or anything even remotely approaching crafting in Star Trek Canon. T he Star Trek franchise has 44 years of story arc and development, none of which refers or relates to crafting ANYTHING in any spin off.
If crafting is that important to you, time share STO with the still active WoW account you have so you can get your herbalism or tailoring fix as needed. it has no place in the Star Trek genre so quit whining about it!
For someone that has drudged his way through EQ since beta, and moved to WoW after all the Necro nerfs in EQ....can someone explain to me why so many whine about the lack of crafting in STO?
Seriously, in any fantasy game the devs can create any mini-game or time sync they want. Please show me one instance, or anything even remotely approaching crafting in Star Trek Canon. T he Star Trek franchise has 44 years of story arc and development, none of which refers or relates to crafting ANYTHING in any spin off.
If crafting is that important to you, time share STO with the still active WoW account you have so you can get your herbalsim or tailoring fix as needed. it has no place in the Star Trek genre so quit whining about it!
Was crafting mentioned much in Star Wars?
Nope, yet SWG managed to have an amazingly deep and complex crafting system that far surpasses any to this date.
Nope, yet SWG managed to have an amazingly deep and complex crafting system that far surpasses any to this date.
I'm probably gonna start a flame war here, but...
IMHO Star Wars has at best an amateur fan-base with little or no canon assumptions as compared to Star Trek. Again, IMHO, if you are looking for crafting to kill time you are a casual player that is not looking at the genre for what it is, but how you can change it. In that case i again recommend people to go back to a fantasy setting where crafting both makes sense and is acceptable.
To cite an example...in EQ or WoW, it follows that in a pre-industrial society people would have to forage and learn skills like tailoring and herbalism. In the 23rd-25th century in the age of replicators...why is this necessary? STO is not WoW, and shouldn't have to rely on the same gimmicks that WoW does for viability. When you throw the Star Trek logo on something, for the most part you are calling/catering to a certain subset in the gaming industry.
If you are not looking at a specific clientele, I think cryptic should have called the game Space Journey or Star Force...something along those lines that allow for development in whatever direction you want.
IMHO Star Wars has at best an amateur fan-base with little or no canon assumptions as compared to Star Trek. Again, IMHO, if you are looking for crafting to kill time you are a casual player that is not looking at the genre for what it is, but how you can change it. In that case i again recommend people to go back to a fantasy setting where crafting both makes sense and is acceptable.
While yes crafting seems pointless in this genre, I can see how it could be worthwhile in this game, like rolling a StarFleet Engineer character responsible for developing new Ships/Weapons/Armor and such and maybe just doing that instead of the constant boring combat 24/7, there needs to be more diversity amongst the classes if this game is to succeed, just saying IMHO.
rolling a StarFleet Engineer character responsible for developing new Ships/Weapons/Armor and such and maybe just doing that instead of the constant boring combat 24/7, there needs to be more diversity amongst the classes if this game is to succeed, just saying IMHO.
This idea makes sense with the exception that not every engineer is a Montgomery Scott. I see where you are going tho and the potential rewards behind it. I would'nt necessarily call that crafting per se....
I dont know but nearly every episode has some kind of device or item they create/change/modify. It is there. I think that it would be really unwise to not use all that techno babble for some kind of crafting.
This idea makes sense with the exception that not every engineer is a Montgomery Scott. I see where you are going tho and the potential rewards behind it. I would'nt necessarily call that crafting per se....
Just throwing ideas out there, like a Medical Officer would be responsible for doing medical missions, and making vaccines and such, and doing medical missions, not always non-combat but mostly. Ambassador would go around and mediate disputes, sign treaties, anything a diplomat would do, all these would be like a second class to your first like:
Main Class - Science
Sub Class - Medical, and so on
Main Class - Tactical
Sub Class - Security, and so on
Main Class - Engineer
Sub Class - Ship Builder, Weapons Designer, and so on
Crafting means producing something from raw materials, and upgrading means using already existing equipment and adding to it.
Memory alpha is what I see an regular upgrading process, and that IMO should be done on players ship.
Player could actually go to science bay(which would be preferably upgradable and dependent of ship size) and upgrade existing item. Believe this would add more "feeling" to the ship instead of current use as only a tool(Bridge didn't help that much).
Crafting should be done by some kind of "blueprint" on planet/station(ie. Memory Alpha).
Comments
Was crafting mentioned much in Star Wars?
Nope, yet SWG managed to have an amazingly deep and complex crafting system that far surpasses any to this date.
I'm probably gonna start a flame war here, but...
IMHO Star Wars has at best an amateur fan-base with little or no canon assumptions as compared to Star Trek. Again, IMHO, if you are looking for crafting to kill time you are a casual player that is not looking at the genre for what it is, but how you can change it. In that case i again recommend people to go back to a fantasy setting where crafting both makes sense and is acceptable.
To cite an example...in EQ or WoW, it follows that in a pre-industrial society people would have to forage and learn skills like tailoring and herbalism. In the 23rd-25th century in the age of replicators...why is this necessary? STO is not WoW, and shouldn't have to rely on the same gimmicks that WoW does for viability. When you throw the Star Trek logo on something, for the most part you are calling/catering to a certain subset in the gaming industry.
If you are not looking at a specific clientele, I think cryptic should have called the game Space Journey or Star Force...something along those lines that allow for development in whatever direction you want.
While yes crafting seems pointless in this genre, I can see how it could be worthwhile in this game, like rolling a StarFleet Engineer character responsible for developing new Ships/Weapons/Armor and such and maybe just doing that instead of the constant boring combat 24/7, there needs to be more diversity amongst the classes if this game is to succeed, just saying IMHO.
This idea makes sense with the exception that not every engineer is a Montgomery Scott. I see where you are going tho and the potential rewards behind it. I would'nt necessarily call that crafting per se....
TRIBBLE BREEDING
Just throwing ideas out there, like a Medical Officer would be responsible for doing medical missions, and making vaccines and such, and doing medical missions, not always non-combat but mostly. Ambassador would go around and mediate disputes, sign treaties, anything a diplomat would do, all these would be like a second class to your first like:
Main Class - Science
Sub Class - Medical, and so on
Main Class - Tactical
Sub Class - Security, and so on
Main Class - Engineer
Sub Class - Ship Builder, Weapons Designer, and so on
Crafting means producing something from raw materials, and upgrading means using already existing equipment and adding to it.
Memory alpha is what I see an regular upgrading process, and that IMO should be done on players ship.
Player could actually go to science bay(which would be preferably upgradable and dependent of ship size) and upgrade existing item. Believe this would add more "feeling" to the ship instead of current use as only a tool(Bridge didn't help that much).
Crafting should be done by some kind of "blueprint" on planet/station(ie. Memory Alpha).
Will copy-past upper to ides section