You know, current R&D feels incomplete, there are many things left to RNG (Random number generator/god) and too few left to real crafting and personal effort, crafting made a lot of things obsolete, instead of being an improvement to all items in game, it became a curse for most, which are left forgotten.
I'm proposing a new revamp, one that will make all items useful, one that will get rid of the random number generator, true crafting.
Let's begin with with Modifiers:
From now on I'll call them Mods or [Mod]
We need craftable modifier, think of them as Gems from other MMOs, and we also need Mod slots, which would be equivalent to gem Sockets.
They'll be completely removable and exchangeable, think of weapons and mods as profession kit with their kit modules, you can have a [CrtD] mod, but if you grow tired of it you can just simply replace it with a [Pen] mod from your inventory, then you can use that [CrtD] mod for another weapon, or you can sell it in the exchange.
So, now Items will have [Mod] sockets based on rarity, 1 for uncommon, 2 for rare, and so on, Epic items will have one special socket for a dual mod.
Some special items might have more or less Sockets or might come with an special irremovable [Mod] (For example the AR-116b will have 4x irremovable shield penetration mods).
A [Mod] might have a quality, meaning it cannot be equipped to lower quality items, for example, the [arc] mod should be very rare and you won't be able to socket it in rare items.
Unique mods will remain unique, meaning you cannot slot more than one per weapon, and example of unique mods: [pen], [sprd], [arc], [over].
Some mods might not be craftable and are limited to exclusive items, for example the shield penetration mod for ground weapons will remain exclusive to the AR-116 series and other projectile and melee weapons.
Quality upgrades
Currentlu, quality upgrades rely in the RNG lottery, and that's annoying, you might upgrade something in your first try or spend a fortune of dilithium and failing to do so.
No more, you'll still need dilithium and tech upgrades to increase an item's level, and you can still craft very rare items, but you'll need a new quality upgrade item to increase an item's quality.
Such Quality tech upgrades will also be craftable items, for example, salvaged tech (reward from Elite PvE) can be used to craft a quality tech upgrade, let's say you need 4 salvaged tech to craft 1 quality tech upgrade, and 1 quality tech upgrade to increase an item's quality from very rare to ultra rare, 2 to increase quality from ultra rare to epic.
That was an example it doesn't have to be that exact number or that specific item, it could be an item (or several) composed of multiple materials, including salvaged tech, dilithium, EC, duty officers ...
Basic crafting:
It also relies in RNG, let's get rid of it.
A profession level shouldn't influence the chance to get a very rare instead of a rare, a profession level should guarantee rarity, and decrease time and costs needed to craft, research and upgrade.
So, I propose the ability to craft uncommon items at any level, rare items at level 5, very rare items at level 10, and special items at level 15.
Missing features:
We still need device crafting, and profession kit and modules crafting and upgrading.
Ship upgrading:
Why not? why can't we upgrade our favourite ship from tier 1 to tier 5 (and then 5-U with the zen token).
We need ship upgrading, allow us to level up our ship using crafting to add weapon, console, boff and device slots.
I'm not talking about adding extra weapon slots to T5/T6 ships, I'm talking about having a T5-U NX-01 with 4 fore weapons and 2-3 aft weapons, 2 device slots, 5 bridge officers and 10/11 consoles like most escorts of that tier.
To compensate, I think ship upgrading should cost Zen in addition to R&D materials, dilithium and time.
Few things I don't like...upgrading for example...if upgrading is so easy then what is the point? Everyone flying around with epic gear so the devs can just add a few more million xp to the damage sponges we fight right now? I'm not saying the system we have now is near perfect...buy you're literally going from one extreme to the other.
More predictable mods would be nice...but at the same time it makes crafting weaker until you get up to the rare to obtain items...but STO doesn't have any obtainable schematics...so not any unobtainable weapons...you can make most of the weapons you'll ever need without even having to max level your crafting...
Ship upgrading...never going to happen in a million years...wont see a T6 NX or Connie...thankfully.
Can't have a honest conversation because of a white knight with power
Few things I don't like...upgrading for example...if upgrading is so easy then what is the point? Everyone flying around with epic gear so the devs can just add a few more million xp to the damage sponges we fight right now? I'm not saying the system we have now is near perfect...buy you're literally going from one extreme to the other.
More predictable mods would be nice...but at the same time it makes crafting weaker until you get up to the rare to obtain items...but STO doesn't have any obtainable schematics...so not any unobtainable weapons...you can make most of the weapons you'll ever need without even having to max level your crafting...
Ship upgrading...never going to happen in a million years...wont see a T6 NX or Connie...thankfully.
That was an example it doesn't have to be that exact number or that specific item, it could be an item (or several) composed of multiple materials, including salvaged tech, dilithium, EC, duty officers ...
While there are a few things I may disagree on, like [pen]x4, except perhaps for a specific weapon, I do like the overall idea.
I also agree with the basic crafting green minimum. Who goes through all that added expense and resource dumping just to get something they could get at the home base supply shop?
While there are a few things I may disagree on, like [pen]x4, except perhaps for a specific weapon, I do like the overall idea.
I also agree with the basic crafting green minimum. Who goes through all that added expense and resource dumping just to get something they could get at the home base supply shop?
The [mod] system will still be limited like the current one, you cannot have 4x[pen], 4x[arc] 4x[sprd] and so on, since those are unique mods.
TBH I think current R&D is ok. It reminds me of Ultima Online like 15 years ago. I have sewn countless barbed runic sewing kits away on my legendary crafter. Yep I ran BODs religiously for them.
I know you kids are spoiled by Blizzard's kids toys but I tell onto you current R&D is fine.
Current system could be tweaked to do most of what you want. But I have to disagree with ship upgrading. It should take a complete redesign to added weaponry and bridge spots, and the power to support it, to any ship. It would break my suspension of belief to have a ship move a tier and add these extra's. T5 to T5-u didn't add weapons or bridge spots. Just shoehorned in an extra system slot. which I can see happening.
I do like the idea of turning mods into gems that go into gem slots concept. And they can still control what it takes to get each of those pieces by controlling the costs involved.
I also think they need to work on each of the mods to make each of them a viable choice and make it so that only how you play will determine if a mod is good for you or not.
i don't care. i just want to see the gambling remove from the R&D system and the updrade system. i would like to craft the number of components what i want. now we are stuck at 5 or 15 (gambling) if you crit. and all the cd should be removed or lowered: for example the cd for the batteries is too long, same thing for the upgrades.
Ok, like I posted before the system is too simple and limited. All you are doing is letting people select what they want for mods, well the only way to do this is introduce a failure system like EVERY OTHER MMO does. This is basically the same thing, a percentage of failure to get those mods and get junk is the same thing as not knowing the mods you would get, at least when it comes to the numbers. One might make your FEEL better but it doesn't improve overall odds.
I'm sorry but that's simply false, Blizzard MMOs don't use that system (BTW, I based my suggestion in the WoW crafting system), same goes for guild wars, path of exile, rift ...
Most MMOs don't use chance based crafting and upgrading, successful MMOs use skill&effort based crafting and upgrading, there is nothing more annoying than pouring resources into something and having a high chance of losing all of those resources (and the time invested), it's stupid, counterproductive and it pisses people off.
That's why MMOs tend to move away from chance based stuff, with the exception of loot and lockboxes.
i'd love to be able to keep my ship an upgrade it from tier to tier, i'd also like ships to be removed from classification of Tactical Engineer Scientist >.> an be up to the player to determine their preferred consoles an stuff. i usually use a tactical ship as an engineer because they seem alot more manuverable.
i also prefer the Patrol Escort >.> so being able to upgrade it from tier to tier would be really nice it'd be nice if we could continue to upgrade and research our ships to improve their performances.
i'd love to be able to keep my ship an upgrade it from tier to tier, i'd also like ships to be removed from classification of Tactical Engineer Scientist >.> an be up to the player to determine their preferred consoles an stuff. i usually use a tactical ship as an engineer because they seem alot more manuverable.
i also prefer the Patrol Escort >.> so being able to upgrade it from tier to tier would be really nice it'd be nice if we could continue to upgrade and research our ships to improve their performances.
So basically you want to be wild and free in a game that already has tons of balance problems?
Can't have a honest conversation because of a white knight with power
SW:G, while it wasn't perfect, is still the gold standard for MMO crafting that no other MMO has come remotely close to since, let alone been able to surpass.
i'd love to be able to keep my ship an upgrade it from tier to tier, i'd also like ships to be removed from classification of Tactical Engineer Scientist >.> an be up to the player to determine their preferred consoles an stuff. i usually use a tactical ship as an engineer because they seem alot more manuverable.
i also prefer the Patrol Escort >.> so being able to upgrade it from tier to tier would be really nice it'd be nice if we could continue to upgrade and research our ships to improve their performances.
So basically you want to be wild and free in a game that already has tons of balance problems?
given that life is unbalanced..yep.
its not like i'm saying let us use 1,000,000 consoles.
the ships could still have their set number of consoles, but it'd be nice if we weren't forced to have 5 engineer slots 2 science slot an 3 tactical slots.
instead we could just have 10 console slots to outfit as we desired. an it'd let people customize their ship to their play style. it'd also let people use the ships they like the look of without having to compromise their desired performance.
for example i'd rather have more engineering an science consoles over tactical ones. but the only way to do that would be to use a science or engineering ship but for me the Patrol Escort is the one that looks nicest of the ones not in the Zen shop >.>
I like the Mod crafting (aka like how WoW does gem sockets) and mentioned that as the way to craft something years ago on the forums.
And quality upgrading not being RNG based would be good. Just make the upgrade costs commensurate to the rarity you are trying to achieve.
What I don't like is the ship upgrading you have. I would say you could upgrade ONE tier and that's it! You can't upgrade a tiny Constitution class to equal a much more massive T5/T6 cruiser, for example. You are not going to put some 16" battleship guns on a frigate frame and call it a battleship.
Sometimes I think I play STO just to have something to complain about on the forums.
I like the Mod crafting (aka like how WoW does gem sockets) and mentioned that as the way to craft something years ago on the forums.
And quality upgrading not being RNG based would be good. Just make the upgrade costs commensurate to the rarity you are trying to achieve.
What I don't like is the ship upgrading you have. I would say you could upgrade ONE tier and that's it! You can't upgrade a tiny Constitution class to equal a much more massive T5/T6 cruiser, for example. You are not going to put some 16" battleship guns on a frigate frame and call it a battleship.
while they might not be upgradeable to the same size.
they could be upgraded to being the same level of sophisticated. an technologically the same level of formidable. after all i imagine in 400 years Miniturazation will still be as big as it is today. the problem the the tech in star trek is alot of its tech is from a 80's point of view.
but as we've seen with cell phones and computers you don't have to make something bigger to make it more powerful.
though for me i'd much rather make my ship faster , focusing on manuverability as my primary weapon/defense.
I would love if they added Craftable Kits per your 'career' and Kit modules to go with it. I don't really mind the modifiers it could get since the RNG feel seems okay even though it would be nice if they did cut it down a bit from crafting 100+ to 50+ per very rare setup aka CrtDx3 and CrtDx2 + Pen... >.>
And these kits would be with a random set up to the kits that people use, however, you cannot upgrade your Kit Modules since that would just be plain silly.. lol
The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
It would really be nice if I could think of crafting again, without having to remind myself how many times I had to throw the junk out because not only did I not get even half decently suitable mods, but that when posted on the exchange, none would buy them.
When it comes to the current R&D, it was a poor system to be implemented in the first place. The flaws were never fixed and it actually killed content. Why play Fleet Actions for drops if you could make it yourself?
As mentioned above the gamble with rarity and mods is just a way for people to blow Dilithium in attempts at upgrading. And they promised a year ago that we would be allowed they would implement improvements to the R&D that would let us do just that....we're still waiting. The only ones running around with Epics are Whales who buy their Dilithium, while the poor players don't have the Dilithium to upgrade. And they even get ran off because they "aren't doing enough DPS" because they don't have MK14s.
Rarity Upgrades: All I will say is give us Tech Kits that focuses on the QoL chance. One time I actually got QoL to 99% and it still didn't roll over! It reminds me of the old Borg Tech Drops in the STFS in getting your MACO or Omega gear. Some people got luck within the first couple of days, and there are those who literally played for months until they actually saw their first drop. Too much gamble in this game, it's almost as if the server should be in Las Vegas.
And I never understood why basic crafting items never was added to NPC drops. Beats trash like batteries. This seemed a little to be questioned with the Talaxians, but still it should be more mainstream. Makes more sense to sell salvage and metals than a Mk12 beam array you just scored. But hey that's me. Hopefully they fix that if there is a STO2.
Why not? why can't we upgrade our favourite ship from tier 1 to tier 5 (and then 5-U with the zen token).
We need ship upgrading, allow us to level up our ship using crafting to add weapon, console, boff and device slots.
I'm not talking about adding extra weapon slots to T5/T6 ships, I'm talking about having a T5-U NX-01 with 4 fore weapons and 2-3 aft weapons, 2 device slots, 5 bridge officers and 10/11 consoles like most escorts of that tier.
I suggested that many times over the years, even recently with the addition of T6. But there is two things about their logic:
1) They want us to rebuy ships, because that puts money in the game.
2) CBS actually said some ships they didn't want to see in endgame.
But you know, I would've loved to upgrade my Sovereign to T6 and even choose the specialization path or keep her traditional (no specialization). But alas.
Triple yes to all except ship upgrades. Ship upgrading would be relevant if we were stuck with one ship from the beginning but we get one ship every 10 levels up to tier 5 effectively replacing the need to upgrade our old ships.
T5-U is the biggest mistake after R&D system and should have never been introduced. All ships should have been automatically upgraded to T5-U capabilities without any cost. Moreover it just creates countless threads about "I want to upgrade my Miranda/Connie/Draguas from tier 1/2/3 to tier 5/6".
Ok, like I posted before the system is too simple and limited. All you are doing is letting people select what they want for mods, well the only way to do this is introduce a failure system like EVERY OTHER MMO does. This is basically the same thing, a percentage of failure to get those mods and get junk is the same thing as not knowing the mods you would get, at least when it comes to the numbers. One might make your FEEL better but it doesn't improve overall odds.
I'm sorry but that's simply false, Blizzard MMOs don't use that system (BTW, I based my suggestion in the WoW crafting system), same goes for guild wars, path of exile, rift ...
Most MMOs don't use chance based crafting and upgrading, successful MMOs use skill&effort based crafting and upgrading, there is nothing more annoying than pouring resources into something and having a high chance of losing all of those resources (and the time invested), it's stupid, counterproductive and it pisses people off.
That's why MMOs tend to move away from chance based stuff, with the exception of loot and lockboxes.
^The amount of crafting material need to construct something in WOW or ANY other MMO, which DOES HAVE A CHANCE OF FAILURE AT EACH STEP, is significantly more than anything in STO's system. Apples and oranges is what your are trying to compare all the while ignoring the problems with the other systems.
No, they don't have a chance of failure at each step, that again is false, currently the most popular MMOs don't use any chance based crafting at all, because they know is bad for business.
You can level up any profession in wow in 2-3 days, maybe in 1 day if you push it, it takes 100 days to level a R&D skill to level 15 without dumping a massive amount of dilithium in the process.
An end game item costs 14k dilithium (that's 2 characters worth of daily dilithium) and 10 advanced queue R&D materials (30 min cooldown+30min completion, not counting failures) and it takes 20 hours to complete or 20k dilithium.
It takes 42k xp to upgrade a weapon from mk XII to XIII and 112k xp to upgrade it from XIII to XIV, 128k xp after that for the quality upgrade, it takes literally 3 days or 3 characters grinding dilthium to upgrade a single item from mk XII to mk XIV, and that doesn't take into account the quality upgrade.
1 experimental tech upgrade=12800 xp and 1885 dilithium.
I'm not proposing reducing the amount of resources (in fact, creating [mods] will take time and resources) I just want the RNG to be gone.
I takes 100+ attempts to get a weapon with the mods you want, for a beam weapon that would be about 400 hydrazine gas, 300 magnesite and 300 trionium, well, make every beam mod cost 140 hydrazine, 100 magnesite, 100 trionium and take 10 hours to complete and problem solved.
Please, remind me again, which crafting method takes more time and resources?
I would prefer this new system as long as the Dilithium requirement is removed and as long as we have the mats and the crafting level, we should be able to craft to our heart's content. Isn't that the point of crafting, not grind out dil just to get a chance at crafting something that you don't even like? Also, the ability to disassemble old weapons for crafting mats.
I guess I was uncharitable in my vote, while I dislike this idea, I suppose I don't really dislike the current system.
It makes people interact with each other which is good, and provides economic opportunity at many levels, whether it is farming mats, crafting upgrade techs to sell, or crafting lots of mk2 beams to sell to others, who upgrade them using techs they buy from yet another person.
A brand new player can get his start right away crafting potentially valuable mk2 stuff.
And it keeps the best stuff rare, which is how it must be.
I would be fine with a 'pick your mod' scheme if it front loaded the average coat of rolling your mod.
Right now the chances of getting any given set of 4 mods is 1/8 x 1/4 x 1/4 x 1/4
1/8x1/64 = 1/512.
If people could pay 512x the current cost of making a UR beam, that would be fine with me. people could gamble to try to get one cheaper, or just pay up and not face an RNG. Perfectly fair, and wouldn't devalue crafting.
I have a feeling that this is also something that the developers would look at - the current "cost" of ugprading to the desired mods is not by accident. They want upgrading and crafting to take a certain amount of effort and time, to get players to play regularly. If there is going to be a shortcut, it will be costly.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Why not? why can't we upgrade our favourite ship from tier 1 to tier 5 (and then 5-U with the zen token).
We need ship upgrading, allow us to level up our ship using crafting to add weapon, console, boff and device slots.
I'm not talking about adding extra weapon slots to T5/T6 ships, I'm talking about having a T5-U NX-01 with 4 fore weapons and 2-3 aft weapons, 2 device slots, 5 bridge officers and 10/11 consoles like most escorts of that tier.
To compensate, I think ship upgrading should cost Zen in addition to R&D materials, dilithium and time.
never ever ever gonna happen. they have already said the constitution will never be an end game ship
what i WOULD like to see is the ability to deconstruct items for raw materials. If Tony Stark can convert a missile to an Arc reactor, I should be able to get the components or elements from a purple photon to help construct a crafted torpedo or rifle
yes yes, deconstructing things w/o the mods you want to get crafting mats is a good idea !!!!
and +1 to being able to craft ship upgrades( extra weapon slots,boff slots, console slots, etc ) up to tier 4 would be a reasonable compromise......
Let me see if I am interpreting this right: the idea is to make equipment upgrades behave more like Kits, with the item being a "frame" with a Mark Level and Quality determining the base power and number and type of slots, and the Mods themselves being drag-and-drop modules? I would like to see this very much. It would open up the possibility of adding in extra "special" mods that could be released as mission or event rewards the way that we get special Kit Modules as rewards.
I agree that the current system is a huge dilithium sink with way too much randomness to the level of success, I don't know if the entire system should be scrapped. I do wish that the modifiers were selected by the crafter or at least influenced by other schools that the player has mastered.
Comments
More predictable mods would be nice...but at the same time it makes crafting weaker until you get up to the rare to obtain items...but STO doesn't have any obtainable schematics...so not any unobtainable weapons...you can make most of the weapons you'll ever need without even having to max level your crafting...
Ship upgrading...never going to happen in a million years...wont see a T6 NX or Connie...thankfully.
That was an example it doesn't have to be that exact number or that specific item, it could be an item (or several) composed of multiple materials, including salvaged tech, dilithium, EC, duty officers ...
I also agree with the basic crafting green minimum. Who goes through all that added expense and resource dumping just to get something they could get at the home base supply shop?
The [mod] system will still be limited like the current one, you cannot have 4x[pen], 4x[arc] 4x[sprd] and so on, since those are unique mods.
I know you kids are spoiled by Blizzard's kids toys but I tell onto you current R&D is fine.
I do like the idea of turning mods into gems that go into gem slots concept. And they can still control what it takes to get each of those pieces by controlling the costs involved.
I also think they need to work on each of the mods to make each of them a viable choice and make it so that only how you play will determine if a mod is good for you or not.
KDF: Dahar Master Kan (Borg Klingon Tactical)::Dahar Master Torc (Alien Science)::Dahar Master Sisteric (Gorn Engineer)
RR-Fed: Citizen Sirroc (Romulan Science)::Fleet Admiral Grell (Alien Engineer)
RR-KDF: Fleet Admiral Zemo (Reman Tactical)::Fleet Admiral Xinatek (Reman Science)::Fleet Admiral Bel (Alien Engineer)
TOS-Fed: Fleet Admiral Katem (Andorian Tactical)::Lieutenant Commander Straad (Vulcan Engineer)
Dom-Fed: Dan'Tar (Jem'Hadar Science)
Dom-KDF: Kamtana'Solan (Jem'Hadar Science)
CoHost of Tribbles in Ecstasy (Zombee)
I'm sorry but that's simply false, Blizzard MMOs don't use that system (BTW, I based my suggestion in the WoW crafting system), same goes for guild wars, path of exile, rift ...
Most MMOs don't use chance based crafting and upgrading, successful MMOs use skill&effort based crafting and upgrading, there is nothing more annoying than pouring resources into something and having a high chance of losing all of those resources (and the time invested), it's stupid, counterproductive and it pisses people off.
That's why MMOs tend to move away from chance based stuff, with the exception of loot and lockboxes.
i also prefer the Patrol Escort >.> so being able to upgrade it from tier to tier would be really nice it'd be nice if we could continue to upgrade and research our ships to improve their performances.
So basically you want to be wild and free in a game that already has tons of balance problems?
given that life is unbalanced..yep.
its not like i'm saying let us use 1,000,000 consoles.
the ships could still have their set number of consoles, but it'd be nice if we weren't forced to have 5 engineer slots 2 science slot an 3 tactical slots.
instead we could just have 10 console slots to outfit as we desired. an it'd let people customize their ship to their play style. it'd also let people use the ships they like the look of without having to compromise their desired performance.
for example i'd rather have more engineering an science consoles over tactical ones. but the only way to do that would be to use a science or engineering ship but for me the Patrol Escort is the one that looks nicest of the ones not in the Zen shop >.>
And quality upgrading not being RNG based would be good. Just make the upgrade costs commensurate to the rarity you are trying to achieve.
What I don't like is the ship upgrading you have. I would say you could upgrade ONE tier and that's it! You can't upgrade a tiny Constitution class to equal a much more massive T5/T6 cruiser, for example. You are not going to put some 16" battleship guns on a frigate frame and call it a battleship.
while they might not be upgradeable to the same size.
they could be upgraded to being the same level of sophisticated. an technologically the same level of formidable. after all i imagine in 400 years Miniturazation will still be as big as it is today. the problem the the tech in star trek is alot of its tech is from a 80's point of view.
but as we've seen with cell phones and computers you don't have to make something bigger to make it more powerful.
though for me i'd much rather make my ship faster , focusing on manuverability as my primary weapon/defense.
And these kits would be with a random set up to the kits that people use, however, you cannot upgrade your Kit Modules since that would just be plain silly.. lol
As mentioned above the gamble with rarity and mods is just a way for people to blow Dilithium in attempts at upgrading. And they promised a year ago that we would be allowed they would implement improvements to the R&D that would let us do just that....we're still waiting. The only ones running around with Epics are Whales who buy their Dilithium, while the poor players don't have the Dilithium to upgrade. And they even get ran off because they "aren't doing enough DPS" because they don't have MK14s.
Rarity Upgrades: All I will say is give us Tech Kits that focuses on the QoL chance. One time I actually got QoL to 99% and it still didn't roll over! It reminds me of the old Borg Tech Drops in the STFS in getting your MACO or Omega gear. Some people got luck within the first couple of days, and there are those who literally played for months until they actually saw their first drop. Too much gamble in this game, it's almost as if the server should be in Las Vegas.
And I never understood why basic crafting items never was added to NPC drops. Beats trash like batteries. This seemed a little to be questioned with the Talaxians, but still it should be more mainstream. Makes more sense to sell salvage and metals than a Mk12 beam array you just scored. But hey that's me. Hopefully they fix that if there is a STO2.
I suggested that many times over the years, even recently with the addition of T6. But there is two things about their logic:
1) They want us to rebuy ships, because that puts money in the game.
2) CBS actually said some ships they didn't want to see in endgame.
But you know, I would've loved to upgrade my Sovereign to T6 and even choose the specialization path or keep her traditional (no specialization). But alas.
T5-U is the biggest mistake after R&D system and should have never been introduced. All ships should have been automatically upgraded to T5-U capabilities without any cost. Moreover it just creates countless threads about "I want to upgrade my Miranda/Connie/Draguas from tier 1/2/3 to tier 5/6".
No, they don't have a chance of failure at each step, that again is false, currently the most popular MMOs don't use any chance based crafting at all, because they know is bad for business.
You can level up any profession in wow in 2-3 days, maybe in 1 day if you push it, it takes 100 days to level a R&D skill to level 15 without dumping a massive amount of dilithium in the process.
An end game item costs 14k dilithium (that's 2 characters worth of daily dilithium) and 10 advanced queue R&D materials (30 min cooldown+30min completion, not counting failures) and it takes 20 hours to complete or 20k dilithium.
It takes 42k xp to upgrade a weapon from mk XII to XIII and 112k xp to upgrade it from XIII to XIV, 128k xp after that for the quality upgrade, it takes literally 3 days or 3 characters grinding dilthium to upgrade a single item from mk XII to mk XIV, and that doesn't take into account the quality upgrade.
1 experimental tech upgrade=12800 xp and 1885 dilithium.
I'm not proposing reducing the amount of resources (in fact, creating [mods] will take time and resources) I just want the RNG to be gone.
I takes 100+ attempts to get a weapon with the mods you want, for a beam weapon that would be about 400 hydrazine gas, 300 magnesite and 300 trionium, well, make every beam mod cost 140 hydrazine, 100 magnesite, 100 trionium and take 10 hours to complete and problem solved.
Please, remind me again, which crafting method takes more time and resources?
I have a feeling that this is also something that the developers would look at - the current "cost" of ugprading to the desired mods is not by accident. They want upgrading and crafting to take a certain amount of effort and time, to get players to play regularly. If there is going to be a shortcut, it will be costly.
never ever ever gonna happen. they have already said the constitution will never be an end game ship
what i WOULD like to see is the ability to deconstruct items for raw materials. If Tony Stark can convert a missile to an Arc reactor, I should be able to get the components or elements from a purple photon to help construct a crafted torpedo or rifle
and +1 to being able to craft ship upgrades( extra weapon slots,boff slots, console slots, etc ) up to tier 4 would be a reasonable compromise......