I've put a lot of thought into crafting and how to improve it. Making gear and harvesting resources seems un-Trek to me and I understand the difficulties in grappling with that which led to the Memory Alpha system.
ArievDhien is dissatisfied with the existing Ferengi traits. This coupled with concerns over Rare and Epic Bridge Officers having traits that are superior to Captains as well as the desire to upgrade an existing BO's traits led me to consider the idea of traits as a possible crafting system,
Before long, I was thinking about
Cellular Metamorphosis, a healing and shapeshifting discipline that Garth of Izar (a human) learned. I was thinking about the
genetic augmentation that Khan, the Klingons and Bashir made a core part of Star Trek, albeit a taboo among the Federation and Klingon Empire in modern times - one that led to the Eugenics Wars, the temporary loss of Klingon Forehead ridges and incidents in the expanded universe such as a
Mugato who served in Starfleet before going mad. I also stopped to consider Data's proficiency in the Vulcan Nerve Pinch, Quark's instruction of Grilka in Ferengi business practices and Sisko's spiritual adherence to the Bajoran practices which grew out of his time on DS9.
As an outline of my idea, you could continue to use Memory Alpha, turning in anomalies and data. This is fundamentally a large part of the existing design and would be a mistake to abandon as a gathering element given its high profile in the game and the large investments some players have made into it.
However, my idea is that in addition to the current system, you could simply turn in anomalies (in large quantities) to a Memory Alpha NPC in exchange for an Insight. Insights would be tiered just as Memory Alpha is tiered but would essentially be 1st Order Insight, 2nd Order Insight, etc.
You take these Insights to a Cultural Exchange (functionally, a museum) where you can use them as currency. Now, here is where the system gets abstract but also IP rich.
When you go to a Cultural Exchange, you turn in stack of Insights not to a person... but to an exhibit. These exhibits are all artifacts from Trek lore.
The
Kurlan Naisko in Star Trek lore, well...
Naiskoi reflected Kurlan philosophy in the sense that they believed that an individual was actually a community of individuals, each with their own voice, their own desires and their own view of the world.
So when you turn in Insights to the Naiskos, you get to respec your traits with the traits available to you at character creation.
HOWEVER, there are other exhibits with other race's traits that can be taught to outsiders. Reflecting on a Bajoran Orb with enough Insight may unlock the "Spiritual" trait for you, regardless of race. Reflecting on a Vulcan relic may grant you "Logical". Going to a Ferengi-themed exhibit may awaken your business skills.
This allows you to learn and gather exotic traits. Many exploration missions could be added or retrofitted with Cultural Exchange items (some well hidden and outside the area of the objective) that allow you to learn more exotic traits like Cellular Metamorphosis (which I think would be an extra costume slot, unrestricted uniform options across factions and duty/off-duty, etc., and a slight passive healing effect).
In turn you can learn traits from your BOs for an energy fee and you can teach traits to other players for a fee. The rarer and more elusive the trait, the higher the cost of teaching it. Teaching players must occur in person, which adds a social aspect to it. There are some traits which cannot be learned unless you are the appropriate race (Borg Neuralblast, Mindmeld, things like that).
In addition to learning improved versions of your own racial traits from BOs, you can choose to visit a shady Augment Scientist aboard Donatra Station who will upgrade a trait for a fee at Donatu Station but he will cost you a hefty sum in merits.
The ability to learn from BOs and teach other players makes this a social crafting system. Inclusion of Exploration content and IP artifacts adds immersion. The emphasis on traits rather than physical commodities reflects Star Trek as a philosophical rather than materialistic franchise. Building on Memory Alpha as the Insight acquiring mechanic keeps anomaly gathering as a relevant mechanic. The emphasis on cultures means that social hubs such as Vulcan or Risa or DS9 may tend towards artifacts with a specific trait set or value.
Anomalies are the raw goods. Insights are the reagents coupled with exhibits/artifacts which you find on planets and at Cultural Exchanges (although you don't TAKE the artifacts or consume them, simply "reflect" upon them). Exploration content means you have a chance of gathering rare and desirable traits to teach. The training element is social. There are energy sinks throughout the process and because the fee is charged to the crafter, it encourages crafters to set their prices and market their services as an instructor.
There is your upgraded traits. There's your answer to trait disparities between races. There's your exploration. There's your crafting system. You're welcome. >:-)
Comments
I can see this as a part of your 'crafting' system.
For example, a Vulcan can start training himself in Suus Mahna, a traditional Vulcan form of martial arts. The better he becomes, the more he is qualified to train others - BOs as well as other captains. However, only a Vulcan can be a master/trainer and unlock the highest possible rank.
The leveling has 4 ranks, just like other skills. No-one has to put points in them, its just an option. By putting 9 points in the 'ensign' level rank, the Vulcan gets the ability to train a BO (like other skills unlock the option to train BOs with the same career). The last rank, 'trainer' unlocks the ability to share a skill with another player.
Other species could have melee or ranged weapon skills they can master, like a Klingon could train to become a Dahar Master.
Seeing there is still a skill cap, I also suggest to let players make custom kits - cross-career for the main part. If a Gorn trains in a skill, let's say 'Bat'Leth', he can use the unlocked skill in his kit. So a complete custom kit could look like this:
Gorn, Science Officer
Ensign Skill: Gravimetric Shift
Lt. Cmdr Skill: Medical Tricorder
Commander Skill: Bat'Leth Combo
Captain Skill: Stasis Field
I'm also for allowing cross-career kits, as there are many examples of officers that have knowledge in other fields than their main assignment. Dr. Bashir - basic engineering/main medical. Dr. Crusher: basic command/main medical. Tom Paris - basic medical/main tactical. And you also have the captains - they are technically all command/tactical - but have had other assigments in their field before, and still have the knowledge now (i.e. Janeway served as science officer, but now has mainly command function.)
Give us empty kits with slots for each rank, and let us put them together the way we want. Maybe make a restriction that each skill can only be used once per kit (so no adding Stasis Field I, II and III), or that at least 1 skill of the chosen career is mandatory, but other than that - let us decide what we learn.
Also use the anomalies for crafting specific to classes.
. Tactical Makes weapons and armor for ships and personal use.
. Science makes consumables like hypos, power cells, materials to heal injuries and kits.
. Engineer makes engines, shields, consoles and materials to fix ship damage.
Still using anomalies for Memory Alpha and maybe add a few more for crafting.
Although no one has said traits are coming out, you can get unique items, character parts, costumes, badges, insignia, titles, etc.
I wouldn't put traits as something beyond what you can find in an Accolade - the system sounds really robust.