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Reusable batteries for crafting? Give me!

SystemSystem Member, NoReporting Posts: 178,019 Arc User
A thought occured to me today... I think Cryptic should add reusable batteries to the Crafting system!

Make them Purple, make them cost a bunch of anomalies/traces,.

What would be the result of this?
- More people would do crafting.
- Balance would not be shifted. It's a 'power' everyone can use already.
- We would not have to run to the vendor all the time
- It would free up inventory space

Same could/should be done for ground consumables.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    This, or they could just increase the stack size to reduce inventory usage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    CrustyMac wrote: »
    This, or they could just increase the stack size to reduce inventory usage.
    Remember when it used to be 5 devices per stack? ><
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'd rather have more varied and useful consumables. They would provide a great device while also fulfilling the role of a money sink.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'd rather have more varied and useful consumables. They would provide a great device while also fulfilling the role of a money sink.

    Bingo!

    Consumables are one of the few sinks we have at endgame. Adding reusable batteries would almost cut the number of consumables in half.

    All consumables should be craftable in my opinion, and I'd like to see them able to be created from nearly any level of data sample (so that any samples we amass, from the beginning of the game to the end, are equally useful) but not reusable.

    The game needs more things to spend on regularly, not less.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I almost never use batteries or other consumables because they aren't that good.

    I think if they really want to make a money sink, they should improve batteries (maybe have a lower cooldown) and also add more device slots to ships. As it stands right now, there aren't enough device slots to make consumables worth it (especially batteries).

    That said, I endorse this idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'd rather have more varied and useful consumables. They would provide a great device while also fulfilling the role of a money sink.

    While i like the idea of different kinds of consumables, that would affect the game in many ways, and need careful planning and testing to make sure no abilities become over powered. My suggestion would not affect gameplay, and could therefore be added to the game quick and easy.
    Bingo!

    Consumables are one of the few sinks we have at endgame. Adding reusable batteries would almost cut the number of consumables in half.

    All consumables should be craftable in my opinion, and I'd like to see them able to be created from nearly any level of data sample (so that any samples we amass, from the beginning of the game to the end, are equally useful) but not reusable.

    The game needs more things to spend on regularly, not less.

    Wouldn't crafting do exactly the same to the economy? Anyway, as a very big user of consumables, they do not affect my economy to any degree.
    Cecil0812 wrote: »
    I almost never use batteries or other consumables because they aren't that good.

    I think if they really want to make a money sink, they should improve batteries (maybe have a lower cooldown) and also add more device slots to ships. As it stands right now, there aren't enough device slots to make consumables worth it (especially batteries).

    That said, I endorse this idea.

    not any good? I think i use an average of 4 engine batteries in each pvp arens, and they save my hide almost every time. I also use Shield batteries often in pvp, when i get my shields shut down. And for gate DPSing in the STFs, a Weapons Battery gives a great boost. Also my sci/escort gets a huge boost from his sensor scan from an aux battery. I find the batteries to be the best use i can get from my device slots.

    I would like a light reduction in cooldown, but cut it too much and they could easily become overpowered.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I believe the global cooldown which links all batteries is my biggest complaint.

    Using a Shield battery shouldn't put the engine battery into cooldown in my opinion.

    Perhaps this is a balance issue, but honestly, batteries are not THAT powerful.

    I would like to see crafted consumables, along the lines of those attained from the Devidian missions, with various boosts and such on them.
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