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Modular Weapons

r9xchaosr9xchaos Member Posts: 249
Hey i came to the idea we could have a better weapon system.. something like the KITS but for space and ground weapon...


since crafting is almost dead the game feels so empty...and i know people like crafting / modding their weapons.. so my idea is this...


for example you have the "visual" hull.... amplifiers , battery and other parts for your ground weapon...


Hull: the appearance of lets say.. tetryon rifle(( i like the look of it :D))....it has slots:


Slot for damage (( crit serverty , crit chance , dmg x2 x3 x4 whatever and so on ))


slot for energy type battery...(( tetryon battery , plasma battery , phaser battery .. and so on...))


slot for mode / type of style
(( pulsewave ,sniper, split beam , full auto.... and so on ))


slot for enhancer/secondary dmg battery
(( BORG , Fluidic , proton , sonic , cold ... and so on..))

** one slot for paid/rare fire effect style (( extra slot in lockbox rifles / zen store rifle))


same could work for space weapons.. what do you think? could we convince the devs to implement something like this?


pls if you have ideas for this you can add here =)


CASH SHOP and LOCKBOX ideas: Fancy weapon skins and fire effect styles.



** edit: more thoughts: (( borg example ))

well for the types (( borg, bio , proton and so on )) i wouid say those are craftable things.. like you use 150 Borg Neuralprocessors to "exctact" something from them to craft a secondary battery for your rifle...

collect 150 Borg neural Processors , turn them in for DOFF mission ( 20 hours ) 10.000 dilithium and 50.000 EC


*** Must have Tier 5 Reputation level for Omega(( or specific other reputation type )) , and level 2 Military , Science , engineering DOFF level ***


so people have to do something for it =)
Post edited by Unknown User on

Comments

  • edited May 2014
    This content has been removed.
  • thespidergrrrthespidergrrr Member Posts: 10 Arc User
    edited May 2014
    I agree with everything you said.This will make the game more fun.
  • r9xchaosr9xchaos Member Posts: 249
    edited May 2014
    Sure we could... We just need to come up with a solid idea for a reputation grind with ridiculously high mark and dilithium costs that unlock the different quality qualifiers for each category, so they can get that indirect monetization factor in there, like they are doing with everything else. Bring it on!

    well for the types (( borg, bio , proton and so on )) i wouid say those are craftable things.. like you use 150 Borg Neuralprocessors to "exctact" something from them to craft a secondary battery for your rifle...

    collect 150 Borg neural Processors , turn them in for DOFF mission ( 20 hours ) 10.000 dilithium and 50.000 EC


    *** Must have Tier 5 Reputation level for Omega , and level 2 Military , Science , engineering DOFF level ***


    so people have to do something for it =)
  • damix4damix4 Member Posts: 609 Arc User
    edited May 2014
    I like it, something like this should be implemented into upcoming revamped crafting system. This way players would have motive to craft things and collect those crafting materials. We can already get standard gear in many ways so making it unique to crafting would bring life to it.
  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited May 2014
    Meh. Not a fan.

    So basically instead of getting a weapon, you get to go haring across the galaxy grinding the 5 missions that give the 5 best pieces for min-maxing, jut like the current kits, to make the 2 or 3 "best" weapons while all the other modules/features that took similar time to develop are almost completely unused outside a couple dozen casuals and RPers?

    Not seeing where the effort to implement is well-spent in any way.

    ...but I'll support it anyway if, and only if, it means they add the TR-116 and then through this crafting hoopla I can add the miniature transporter module to it.
  • r9xchaosr9xchaos Member Posts: 249
    edited May 2014
    Meh. Not a fan.

    So basically instead of getting a weapon, you get to go haring across the galaxy grinding the 5 missions that give the 5 best pieces for min-maxing, jut like the current kits, to make the 2 or 3 "best" weapons while all the other modules/features that took similar time to develop are almost completely unused outside a couple dozen casuals and RPers?

    Not seeing where the effort to implement is well-spent in any way.

    ...but I'll support it anyway if, and only if, it means they add the TR-116 and then through this crafting hoopla I can add the miniature transporter module to it.


    oh im sorry to hear you dont like it, but for some peopel it might be cool since.. for example.. i really love polaron weapons.. but the rifle object looks a bit out of place for my character oO


    and also i came to the idea because it would only be logical that we can modificate our weapons ^^

    plus new lockboc/chas stuff can be added so the devs get paid ^^
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    edited May 2014
    Sounds very much like something I'd been pondering for a while, and recently shared here... honestly hadn't considered vanity slots or the idea of divorcing the weapon 'model' from energy type, though those are worthy additions.
  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited May 2014
    r9xchaos wrote: »
    oh im sorry to hear you dont like it, but for some peopel it might be cool since.. for example.. i really love polaron weapons.. but the rifle object looks a bit out of place for my character oO

    I don't doubt for a moment it would be cool- I'm just questioning whether it's cool enough, for enough people, to be worth not getting whatever else could be done with that development time.

    It might also at least be worth noting that all the ground rep weapons for the Undine rep appear to be on a "reduce the number of models we have to make" plan, suggesting that Cryptic's current philosophy is to reduce the time spent on ground weapons rather than expanding it drastically.
  • edited May 2014
    This content has been removed.
  • a3001a3001 Member Posts: 1,132 Arc User
    edited May 2014
    Interesting concept, but it somehow reminds me of COD and how you can have an under-barreled shotgun on an assault rifle. (IDK, i may be going nuts). Would like to see some experiments done on redshirt if nothing else.
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  • ender357ender357 Member Posts: 26 Arc User
    edited May 2014
    the problem that i have with this is the same problem i have with the new armor slots, its already confusing enough. im still using an old style armor thing mainly because i dont want to go through the hassle to get a new one. i have 6 ships and im just getting around to outfitting them all with X rank rare weapons. unless this system retroactivley changed every weapon and broke it down into its parts and put it into your inventory and bank, it wouldnt be worth it. it would also need to be very well explained and easy to use. but personally id love a weapon smith system along the lines of GR phantoms or SOCOM, except instead of hand held weapons its for ship weapons, you can change different things about so you dont have to buy a whole new weapon just to get ACC 3 or something like that. it would be cool....but its hard to say if it would work
  • jakal122481jakal122481 Member Posts: 135 Arc User
    edited May 2014
    not sure about the crafting bit but i love the weapon customization if its done like kits i love the way they did the kits i can change modules whenever i want would be kool to have a weapon frame with slots and you build it up like the op said
  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited May 2014
    I support everthing that improves (or validates the existance of) the crafting system since in it's current state it could be just thrown out comepletely as well and almost nobody would even notice. The last time I crafted something was in 2012 and that was the aegis-set, which is also pretty much worthless/overpowerd by every other set by now. There might be some balancing issues with the modular weapons but if cryptic implements it right it would be awesome.
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited May 2014
    You could Impliment something like Enchanting in Skyrim

    If you posses a weapon you could "dismantle" It to extract the raw components,


    Overall I like the Idea, Basically If i understand the concept, You have the Frame that you equip like with kits, And this is the appearance , and then you slot components , like energy type ( beam color?) and modifiers for the Procs

    I like that Idea, Partly because I would absolutely love to make A Mk XII weapon which looks like the Mk 1 Phaser Rifle, since that rifle is the most Realistic looking

    ( Short of that I went and bought a full set of Fleet Elite Weapons for both KDF and Federation characters, the KDF sniper is particularly nice )
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  • r9xchaosr9xchaos Member Posts: 249
    edited May 2014
    I don't doubt for a moment it would be cool- I'm just questioning whether it's cool enough, for enough people, to be worth not getting whatever else could be done with that development time.

    It might also at least be worth noting that all the ground rep weapons for the Undine rep appear to be on a "reduce the number of models we have to make" plan, suggesting that Cryptic's current philosophy is to reduce the time spent on ground weapons rather than expanding it drastically.


    ah i understand now, well i hope more people will read thie and bring this up as idea to the devs.. i want to run around with a stylish gun that shoot my desired energy type =)
  • oldravenman3025oldravenman3025 Member Posts: 1,892 Arc User
    edited May 2014
    r9xchaos wrote: »
    Hey i came to the idea we could have a better weapon system.. something like the KITS but for space and ground weapon...


    since crafting is almost dead the game feels so empty...and i know people like crafting / modding their weapons.. so my idea is this...


    for example you have the "visual" hull.... amplifiers , battery and other parts for your ground weapon...


    Hull: the appearance of lets say.. tetryon rifle(( i like the look of it :D))....it has slots:


    Slot for damage (( crit serverty , crit chance , dmg x2 x3 x4 whatever and so on ))


    slot for energy type battery...(( tetryon battery , plasma battery , phaser battery .. and so on...))


    slot for mode / type of style
    (( pulsewave ,sniper, split beam , full auto.... and so on ))


    slot for enhancer/secondary dmg battery
    (( BORG , Fluidic , proton , sonic , cold ... and so on..))

    ** one slot for paid/rare fire effect style (( extra slot in lockbox rifles / zen store rifle))


    same could work for space weapons.. what do you think? could we convince the devs to implement something like this?


    pls if you have ideas for this you can add here =)


    CASH SHOP and LOCKBOX ideas: Fancy weapon skins and fire effect styles.



    ** edit: more thoughts: (( borg example ))

    well for the types (( borg, bio , proton and so on )) i wouid say those are craftable things.. like you use 150 Borg Neuralprocessors to "exctact" something from them to craft a secondary battery for your rifle...

    collect 150 Borg neural Processors , turn them in for DOFF mission ( 20 hours ) 10.000 dilithium and 50.000 EC


    *** Must have Tier 5 Reputation level for Omega(( or specific other reputation type )) , and level 2 Military , Science , engineering DOFF level ***


    so people have to do something for it =)



    How about "no".


    More "choice" isn't necessarily a good thing. Especially when it comes to Cryptic's potential handling of it.

    There is a reason all of my characters, except for my recent KDF Engineer, are using legacy kits. I sure as hell don't want to see another key tool in my characters' tool boxes become more convoluted than need be.

    Leave small arms alone.
  • edgecrysgeredgecrysger Member Posts: 2,740 Arc User
    edited May 2014
    I agree with everything you said.This will make the game more fun.

    LOL. This and millions of ideas. But one thing that is making STO so boring and non-brained is that cryptic will never take any ideas from the players into consideration.

    U guys should know that by now... yes its a good idea, like the other thousands of the other players..

    And until cryptic decide to fix the important things in the game, i am not going to ask em to "create" another failed system. They have a lot of work to do already lol.

    BTW, i still use legacy kits in all my characters. I really dont have the need to start using the new revamped kit system. Its too boring anyways.
  • r9xchaosr9xchaos Member Posts: 249
    edited June 2014
    What is Bad about the revamped kits?


    to me it is 4 heals + active immunity overload wish is really nice.
  • galanis2814galanis2814 Member Posts: 159 Arc User
    edited June 2014
    I think this is what they have in mind for what the crafting system will become post-revamp. You craft socketed weapons with no modifiers, then craft and slot the individual modifiers, potentially including some of the ones we don't have wide access to, like [ARC] and [Rapid].
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