Bio Engineer Archive
Thread: Experimentation Changes, Alternatives
Spacegolfer,
Please understand that I was totally against the last experimentaion change. I felt it was generally an over all nerf on crafting. I do understand that one of the motives was to establish some kind of variety of product but the way they wanted this done it would have come at the expense of effectiveness. What I want to explore are ways to make a variety of effective products through progressive crafting changes.
Lets just take HAM costs for weaponsmith as an example. Do you really have any incentive to invest experimentation points into efficiency? Consider the following change. Efficiency determines speed and HAM of a weapon. Since speed affects the rate that damage is dealt you could opt for a slower high damage weapon or a weapons that was very efficient but did a nominal amount of damage. A simple change like this would give weaponsmiths options. Experimentation needs to be useful on all categories but the way the system is presently set only Damage matters, something is wrong here.