Now that Ive reached RA5, Im gone back to accomplish some of the crafting and Ive discovered that it is very annoying and, well, broken (imo). Since I see posts about the devs planning to revamp Memory Alpha, Id like to propose how I would revamp the crafting system and see what all of you think. Ive also attached a screenshot to give an idea of the possibilities for those who are visually oriented.
Link:
http://img695.imageshack.us/img695/7756/marevamp.jpgOverall Theme:
Improve existing items instead of building new ones. Dont think of it as crafting, think of it as enchanting in World of Warcraft. I see four distinct tiers where crafters can enhance their skills. Let me cover each of them individually
New Feature: Deconstructing Items
I use this concept on all tiers. Deconstructing allows items to return to their original state with a loss of some kind. The higher the tier, the more you lose by deconstructing items.
Tier One: Item Stacks
This tier is filled with combinations of item samples. For example, tetryon particles combined with plasma samples to make a combination. Or you can just create a stack of tetryon-only samples. These are the basic building blocks for higher tiered items. Each of these could also be used as a one-shot item like a battery or generator. For example, a tetryon container can be used as a ont-time boost to tetryon cannons.
Being tier one, these items deconstruct at a 20% loss. In other words, if it takes 10 samples to make one Tier 1 item, you will only get 8 back from deconstruction.
Examples:
Plasma Container (10 plasma samples)
Plasma Radiation Container (5 plasma samples, 5 radiation samples)
Tetryon Generator (6 tetryon particles, 3 unknown alloys, 1 alien artifact)
Tier Two: Enhanced Items
This tier will take a common (white) item and make it into an uncommon/rare item by improving its ability. This is the closest resemblance to what Memory Alpha currently does. However, I take this a step further an make enhancements possible across all marks. For example, instead of buying outrageous quantities of Mk IV gear, I can apply the same buff to my Mk X gear.
Granted the buff is a lot less valuable on an Mk X, but its still an improvement. This means my Admiral could be seeking the help of a Lt. Commander who can buff my stuff for a good price. Ive also added levels of a buff, where the higher buffs cost more.
The concept is to apply Tier 1 objects with common (white) equipment to make it useful. In all cases, you are just improving an existing item and not adding anything. If you deconstruct the item it goes back to its normal state (about 50% loss). The advantage for crafters is players can tailor items to their specific mission and deconstruct it to prepare for the next mission.
Examples:
Radiation Resistant Energy Dampening Armor (adds resistance to radiation damage)
Tetryon Powered Personal Shield (shield with resistance to tetryon weapons)
Enhanced Science Kit (uses alien life forms to improve healing on the kit)
Tier Three: Improving Items
Tier three is, in concept, the ability to make a green item blue, a blue item purple, etc. the idea would be to take an item (white), and add items from both Tier 1 and Tier 2 to make a superior item. This item should be unique and include a variety of powers/abilities similar to how some armor and weapons work now. For example, a ship shield can have specific resistance to certain weapon types.
Deconstructed items will revert to their original state. They lose the tier 1 and tier 2 items applied (about 80% loss) so this should only be done in rare circumstances.
Examples:
Tetryon Powered Personal Shield [x3] (purple version of a personal shield)
Hyper Powered Plasma Alloy Dampening Armor (purple version of dampening armor)
Tier Four: Ultra Rare Items
This is ultimately what top level crafters will focus on. Items here are available at great cost and effort. Most importantly, these items should be auctionable on the exchange so those who spend weeks crafting can get return on investment.
For example, this tier could include things such as the ability to replace a kits ability with another one (i.e. replace combat supply III with mine barrier III), special costumes, and perhaps special unlocked ships / weapons. I would also say that none of these should be deconstructable (100% loss)
Examples:
Croniton Barrier Module (replaces engineering kit ability with Croniton Mine Barrier)
Unique Uniform Idea for tailor
Unique hull Skin (could also provide 10% improved kinetic damage resistance)