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» New Active User
Post Your ideas here. EmptyFri Feb 23, 2024 12:52 am by sirvanyev

» Map of station?
Post Your ideas here. EmptySat Aug 17, 2019 6:23 am by Reanna Aloi

» Price of Liberty crew
Post Your ideas here. EmptyTue Jun 18, 2019 11:11 am by HareBrained

» Curiousity Topics
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» As ithers see us?
Post Your ideas here. EmptySun May 26, 2019 10:08 pm by Reanna Aloi

» Species profile - the Thuln
Post Your ideas here. EmptyFri Apr 19, 2019 7:48 pm by Reanna Aloi

» Is it time we had our own system of "stardates"?
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» For VR buffs
Post Your ideas here. EmptyTue Mar 05, 2019 10:26 am by Reanna Aloi

» Noelle's Request to join the Fleet
Post Your ideas here. EmptySat Mar 02, 2019 5:44 pm by Lastline


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    Post Your ideas here.

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    Post by Vinypop Fri Feb 26, 2010 2:41 am

    Here is the deal, some of us in vent last night got to talking about the game’s crafting and what we think could make it better. the idea is to assemble the postings and send a clean and idea filled email or letter to cryptic from the fleet. although they may have ideas and plans set in stone, letters like this do make a splash and cryptic seems like they are open for suggestions.

    This is kind a summary of what was said, feel free to take any bits and post your ideas or if you have some other idea for a different aspect of the game.

    Crafting as it stands is very weak, “take item X to person A, person A then allows you to modify item X in a few ways.”
    This is not a true crafting system and seeing that item creation is a part of the Star trek story this is inadequate for the game. Take for example Star Trek Voyager: Scorpion the first time we meet the undine or species 8472. The crew is forced to not only assemble a cure for a crew member but also has to weaponize the cure and create the weapons to deliver the weaponized cure. Here we see 3 forms of crafting.

    1: medical

    2: weapon enhancement

    3: weapon systems

    The crew is also able to salvage from what remains of the Borg equipment and they make enhancements to many other systems in the ship. Reviewing the episodes around this one shows a continuation of those improvements. In every star trek show the crews of the various ships have had to make new items and technology or make improvements to existing ones. The self replicating mines from late in the Deep Space Nine story. The enterprise in Next Gen reconfiguring the deflector to emit a high frequency pulse to protect against the crystalline entity. The list goes on.
    Now that we have established the need to make crafting real system and not just a vendor I will discuss a possibility of what such a system could look like.

    First the players could make anything from a hypo spry to a phaser beam array using materials that they already collect on missions and during exploration missions. They can make say a phaser then before “finalizing” the item could opt to add a spec ability to the item, I.E. crit chance. Again using some of the materials they are already available in game.

    When the players begin gaining more skill points in crafting they could then begin to specialize and it could be as simple as Choosing from weapons, consoles, or shields/deflectors. Alternatively It could also be something as complex as going from basic weapons, to energy weapons, to phasers weapons to phaser beam arrays and so forth.

    Also as expanding the ship is part of the current goals for the dev team you could make a special room on a player’s ship that you only get from crafting and as your skill goes up that room could get more and more advanced both in appearance and function. I.E. the Astrometrics lab in Voyager.

    Implementing such a system could be done while still using memory alpha as the starting point and mayby for where the trainers would be. So you could use mostly existing assets while still implementing a part of the game that is both vital and fun.
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    Post by BarGamer Fri Feb 26, 2010 3:11 am

    I'd like to borrow a page from Guild Wars as an enhancement to your ideas.

    As it stands, uncommon drops you find out there are totally useless except for dropping on the Exchange or as an incidental upgrade to your own gear. The only stuff that is really worth it are max Mk stuff for your Rank, either Common or Rare/Very Rare. If you could tear them apart for components and mods, and put them together how you want, that would be awesome.

    Also? If you have multiple Cannons, you can put them together to make a Dual Cannon or Dual Heavy Cannon.
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    Post by Aeow Fri Feb 26, 2010 3:23 am

    I am thinking of a mixture of guild wars and WAR crafting systems. You find an item and break it down for a part, and there are lets say 4 types of parts that go into a completed weapon. Each part has its own function, part 1 is for damage, part 2 is for firing arc, part 3 is for reload/recharge time, and part 4 is for other effects like +crit or +accuracy.

    Using this you can mix and match white though purple parts to make your own custom weapons. Along with Viny's crafting rooms and trees you can specialize in a certain branches, but are not limited to one.
    Baumer
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    Post by Baumer Fri Feb 26, 2010 5:21 am

    I like these ideas. Please keep them coming and we will organize a fleet letter with suggestions.
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    Post by Lastline Fri Feb 26, 2010 8:39 am

    I really don't want to see the Death Pently system they are planning on. I understand this is a common way to slow down players from advancing in MMOs. But really this is a new MMO and we are treading on new ground. My suggestion for slowing players down is making them stay at Ensign longer. And add a new ship type and the rank Ltjg. (Lieutenant Junior Grade) this would most defintly slow people down. If that dosen't work than surely there must be something better than a death pently system.
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    Post by Riis Fri Feb 26, 2010 11:14 am

    I'd love to see crafting on a much larger scale.
    Ops/Engineering officers - skills to craft ship subsystems that when assembled in a shipyard will create a ship
    Tactical - crafted weapons and temporary combat de-buffs
    Science - crafted gagdets used in combat or exploration

    And a word about death penality: I'm not sure what system they are thinking about, but I'm in favor of some death penality. It shouldn't be about slowing down progress. It should be about damping out the mindless charge to attack and near instant respawn in battle habits out there now. I think some kind of meaniful penality will drive some discipline into combat and team coordination. The proposal I saw that had merit was one that imposed a gradual decay is ship system effectiveness or ground combat ability with each death (like 10% increments until you bottomed out at 50% or something). Another proposal for space combat was crew loss, forcing a captain to return to a starbase and request replacements at an energy cost (and possibly BO loss in ground combat).
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    Post by Baumer Sat Feb 27, 2010 4:12 am

    Those are possible options. There is just such a demand for it in the community... I just don't know what they are panning.


    I like the adding 2 more ranks. It wouldn't help the higher ups... but it might be nice for newer players.
    Ikari_Zaku
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    Post by Ikari_Zaku Sun Feb 28, 2010 11:17 am

    I like @BarGamer's line of thought on crafting, being able to take apart the uncommon and rare drops or ever pull apart regular items and be able to combine them together with a (insert math here) percent chance of success or failure and even (insert different math here) chance of varying degrees of different effects (i.e.: N% change to disable X subsystem for Y duration). And possibly even giving a profession bonus of success depending on what item you are attempting to craft or what effect you are attempting to give that item, such as a Tactical officer would have a better chance to give a weapon an added critical change or critical severity than a Science or Engineering officer. And an Engineering officer would have a better chance to give an Impulse engine a boost to all subsystems, a Science officer would have a better chance at adding a buff to a Deflector array, and so on.
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    Post by Guest Sun Feb 28, 2010 12:37 pm

    Take the item appart to use pieces is a great idea, give me something to do with the 500 odd cannons I seem to get and can't use lol. One thing I would like to see that I have not seen here is some sort of progress bar / vaule total crafted so that you have an idea where you are in reguard to moving to the next tier.
    frank666
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    Post by frank666 Sun Feb 28, 2010 11:37 pm

    My suggestions are the following:

    1. Fleet stations (thats probably what we all want)
    2. More Fleet tabs , i.e. 1 for weapons, 1 for consoles & 1 for anomolies
    3. New ships for Starfleet, I would love to see the cruiser trier to have some kind of Fighter carrier
    4. Romulan race playable, I would REALLY love to fly a Warbird Post Your ideas here. Icon_smile
    5. Finally some new missions for the Admiral
    Zapp Brannigan
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    Post by Zapp Brannigan Sun Feb 28, 2010 11:56 pm

    My idea involves stacks and stacks of gold pressed latinum in my cargo bay and mandatory service on board the Nimbus for ALL female Starfleet members.
    Anyone? Anyone at all?
    frank666
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    Post by frank666 Mon Mar 01, 2010 11:47 pm

    Vrena wrote:Take the item appart to use pieces is a great idea, give me something to do with the 500 odd cannons I seem to get and can't use lol. One thing I would like to see that I have not seen here is some sort of progress bar / vaule total crafted so that you have an idea where you are in reguard to moving to the next tier.
    I can only agree with you there after just spending half a day yesterday to achieve lvl 2 in crafting and not knowing how far you are. THAT has to be changed. Also in respect to crafting, as I mentioned yesterday in chat, Cryptic should give, if not the fleet, then the individual players an extra tab in their account just for these samples and anomolies because they do tend to clog up one's account. And on the matter of personal accounts, and I don't know if I am rite here, but the binded stuff, which one gets once one completes a mission. I understand why they can't be sold on exchange but could Cryptic please allow me to put them into the fleet account, because I have loads of the stuff, mostly kits or personal shields, which I don't use anymore because of my level.
    Jarered Baerwas
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    Post by Jarered Baerwas Tue Mar 02, 2010 4:53 am

    Zapp Brannigan wrote:My idea involves stacks and stacks of gold pressed latinum in my cargo bay and mandatory service on board the Nimbus for ALL female Starfleet members.
    Anyone? Anyone at all?

    Nurse! Nurse! He's out of bed again Wink
    Vinypop
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    Post by Vinypop Mon Mar 08, 2010 1:31 am

    Ok, I think this is a good time for a last call for our ideas, Ill give this like 3 more days on the forum then I will assemble the ideas into a letter that I will clear by Baumer, and of coarse give credit to any one who posted an idea here.
    thank you and the final day for ideas is the 10th
    RickKnight
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    Post by RickKnight Mon Mar 08, 2010 1:14 pm

    I loved the crafting system in SWG.
    In the beginning, virtually every item in the game (except for the clothes on your back when you made your character and your starter pistol and a very few loot drops) was made by players from resources that had to be gathered.
    In addition to the crafters, smugglers could take apart items and reassemble them with a chance to make them better.
    I know with replicator technology, a crafting system doesn't need to be this involved, but I agree a depper sysetm woul dmake a lot of people very happy.
    It would be cool if engineers had a special skill tree that could allow them to experiment on items to improve them.
    Or even each class getting their own tree...tactical officers can do weapons, engineers engines and shields, sceintists deflector arrays or something.
    And each could have specialties for ground items as well.
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    Post by Baumer Wed Mar 10, 2010 1:47 am

    RickKnight wrote:I loved the crafting system in SWG.
    In the beginning, virtually every item in the game (except for the clothes on your back when you made your character and your starter pistol and a very few loot drops) was made by players from resources that had to be gathered.
    In addition to the crafters, smugglers could take apart items and reassemble them with a chance to make them better.
    I know with replicator technology, a crafting system doesn't need to be this involved, but I agree a depper sysetm woul dmake a lot of people very happy.
    It would be cool if engineers had a special skill tree that could allow them to experiment on items to improve them.
    Or even each class getting their own tree...tactical officers can do weapons, engineers engines and shields, sceintists deflector arrays or something.
    And each could have specialties for ground items as well.

    I like those ideas too. It might make things interesting Very Happy
    frank666
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    Post by frank666 Wed Mar 10, 2010 8:46 am

    I have been trying the crafting system and whatever it needs to be upgraded or changed because it is more frustrating than anything else.
    RickKnight
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    Post by RickKnight Wed Mar 10, 2010 6:44 pm

    All the current crafting system is doing for me is filling up my bank slots with "data".
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    Post by BarGamer Wed Mar 10, 2010 8:05 pm

    You know what would be hilariously cool? If you could take the fire extinguisher item from the Researcher Rescue mission and make a better Hazard System Console. Same thing with the Har'Peng Launcher towards a Tri-Cobalt Torpedo/Mine Launcher.

    @RickKnight: Yeah, for all the "data" we're gathering for Memory Alpha, they don't tell us very much, and instead of a solid conclusion, we get ad hoc alternatives. I think the biggest anomaly in the game is that the crafting system is such a shoddy patchwork, yet somehow is advertised as a full feature.
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    Post by RickKnight Fri Mar 12, 2010 1:19 pm

    Cool ideas for the fire extinguishers and the Har'Peng.
    I had one shot left on my Har'Peng when I finished and used it on a Negh'Var.
    Thoroughly dissapointing.
    Didn't even dent the shields.
    Vinypop
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    Post by Vinypop Sun Mar 14, 2010 11:16 am

    OK folks we had a few days extra as i was distracted buy life and work and reality... damn thing... so i will now be taking what we gots and getting it compiled.
    Scoth_Davion
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    Post by Scoth_Davion Thu Apr 01, 2010 3:30 am

    Here my small comments:
    - Passive skill stacking when a BO have the same skill with 2 differents level, like #Torpedo: High Yield# if he get 2 level, he got some passif bonus if he get all level he got all passif bonus like (lev 1 & 2: decrease in the colddown timer of the ability by 1 lor 2 sec, lev 1 & 3: decrease by 1 sec of the recharge time of the launcher, lev 2 & 3: a second torpedo is shot 0,5 sec after the first torpedo in a normal torp attack (2 torpedo doing 2 normal strikes), lev 1, 2 & 3: everything)
    - Port & starport weapon slot.
    - Specific weapon slot for launchers (mine and torpedos) that can only hold launchers (delete one aft and fore weapon slot and add one aft and fore launcher, one of the remaining aft/fore slot to be an universal weapon slot and also add the possibilities to have a single weapon that is a dual torpedo launcher)
    - A schematique of the ship to put our equipment (the area where the equipment will be is highlighted, can help to select where I want my phaser bank or disruptor to fire from), that also need a correction in the ship as some don't fire the weapon from the usual series/movies locations
    - An additional universal BO station for the first officer (max level as per ship tier)
    - Half of the BO station to be universal one (that Starfleet afterall, how many time in the series we see people going to another console because there are some issue with another one)
    - A secondary character as first officer that have the same skill possibilities as the main character but with half the point to be provided per rank.
    - More diplomatic quest,relationship with true effect on the developmment of the player. (more choices in the answer available during a discution with some effect for the next encounters, like "I resolved a difficult situation without the help of weapons, the next time I encounter the same species they will be more kind/cooperative to me", ...)
    - True crafting (ship parts, weapons, clothes, ...), with schematics (that can be sold but can only be used for a few times) and ressources. (the skills of the character could be used for the crafting skills; A character is specialized in ship beam weapons and ship phaser weapon, if he is a tactian his skill will affect the dps, if he is an engineer his skill will affect the precision and if he is a scientist his skill will affect the criticality of the weapon). To craft you will need 3 schematics, one from the scientist, one from the engineer and one from the tactitian. You need ressources. Depending on the schematics quality (depending of the skills), the quality of the ressources you may end with a state of the art equipment (better that what you can buy on NPCs) like for a phaser bank, the best ones ending with a 0,2 accuracy bonus, 5% to dissable a sub system, +40 critical severity and +4% critical chance. Make also retro engineering possible that people can take components from looted equipment. Try to look to SWG crafting but less complicated.
    - Fleet space stations (with some pve and pvp content)
    - more rooms available in our ship (captain office, bedroom, engineering room) with furniture that can place there.
    - more shuttle content (shuttle added to ships, mission for shuttle only)
    - more mini games when dealing with tricorder or computers.
    - more space ship equiment slots like warp core, sensors array, ....
    - a change in the way skill are made, add 50% more skill point per rank, over the total 1/3 is for space skill, 1/3 is for ground skills and the last 1/3 is for any skill. Currently I think that more 90% of the player are using 90% of their skill pints for space related skills.
    - Change the ranking system, add more ranks and allow only the leaders of fleets to be RA (RA1 for 5 ship fleet, RA2 for 10 ships, RA3 for 50, RA4 for 100 and RA5 with a fleet with 200 ships or more. and add some intermetidate RA for large fleet: a fleet of 10 will have 1 RA 2 and 2 RA1, a fleet of 50 will have 1 RA3, 2 RA2 and 4 RA1, a fleet od 100 will have 1 RA4, 2 RA3, 4 RA2 and 8 RA1, and a fleet of 200 will have 1 RA5, 2 RA4, 4 RA3, 8 RA2 and 16 RA1) with some fleet skills associated (like, fleet buff and debuff skills, increasse of the number of ships in a group (to 10 for RA2 and 3, 15 with a RA4 and to 20 with RA5)
    - Dual torpedo launchers
    - Seconday target (i am attacked by several enemies, I can decide of one main target and a secondary target, all my weapons will fire in the main when possible, if not (the target is not in the good weapon arc) the weapon will fire on the secondary target if possible)
    - Ship creator tool (to other equiment too, clothe/weapon/...) that follow the ST ship canon but that needs to be approved by a jury (1 design provided per account per month at maximum)

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