Shipwright Archive

Thread: Possible Fix for Looted Components

Jagged-F3l
Wed Dec 22, 2004 6:47 am
#27






MonsofoLexius wrote:




Jagged-F3l wrote:



Here's another idea (let's see if the flamers--oopppsss, I am the pilots) actually read it through before criticizing it.


Why not get rid of space loot and introduce space loot kits? Something like the uber "Inferno" engine can actually be a loot kit, and the pilot would have to find the pieces. This would make things more realistic, as I doubt that blowing up a ship would leave anyone an intact component.


RE'ing still works. It can be done on thefinal assembled component.


Still like the notion of allowing the SW to choose between a component or a limited use schematic when RE'ing.







I think what was posted in the first part of this thread was closer, ignore the flames in this post, they OBVIOUSLY did not read the first few posts. I think this is the ticket:



  • No change to exsisting loot "drops" frequency except the following:

  • Have a 1 in 750 (just a guess) of a loot drop to be a set of sub-component loots


    • A SCL would be a range of items, say 3 to 12 of alike items

    • They would be subcomponents to current crafted items

So you acually end up with more loot rather then less, more interaction between SW and pilots, more money for both.








Thanks for your support MonsofoLexius.



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Jagged-F3l
Wed Dec 22, 2004 7:07 am
#28

At one point, I posted a list of alternatives to looted components that would be more a help to the player economy. However, I don't see why those alternatives couldn't coexist with looted components, as long as the devs did something to looted components that would help the player economy (like those ideas I've posted in this thread).


The following list summarizes a list of possible space loot that would be better than the current system:


  • RE Limited Use Schematics - continue to allow components to be looted. However, give SWs the option to create a limited use schematic rather than a component during the RE process. This limited use schematic should only allow a single factory run of random number of the component (e.g., between 6 and 30 components). Pilots could sell their best loot for a premium, and in return, SWs would have a limited run of superior components available for purchase; everyone wins.

  • Component Loot Kits - introduce component "parts" that pilots can loot from a destroyed ship. They can then take those parts to a SW to be reassembled into a working component. Perhaps this can be integrated into the RE system in some way. We saw what loot kits did for the economy--there was a huge amount of trading and auctions going on as players tried to complete a kit.

  • Upgrade Loot - almost all components accept an upgrade. For example, SWs can craft two types of upgrades for armor: a reinforcement panel (which increases the armor points at the cost of mass), and a mass reduction kit (which decreases mass at the cost of armor points). There should be upgrade loot that surpasses anything a crafter can produce. There is precendent for this in the game. For example, doctors benefit from Janta blood and weaponsmiths benefit from Krayt tissues. Again, pilots could sell these upgrades to SWs, and in return the SW would be able to make an uber component; everyone wins.

  • Enhancements (I'll use Chiwawa's term because I like it) - looted items that can be dragged over a component to enhance the stats of that component. For example, the devs could introduce an "Engine Performance Tune-up Kit" or a "Engine Turbocharger" that can be dragged onto an engine and increase the speed by 2 or 3 points. There is precedent for this in the game. For example, clothing attachments. This loot primarily benefits pilots, giving them a potential new source of income (as pilots with money would buy these enhancements). Let's face it, this would be great way for the newbie pilot to jumpstart their adventures.

  • Limited Use Schematics - looted items that can be sold to a SW that would allow a SW to make a limited number of an uber reactor. Again, the pilot sells the schematics to SWs, and the SWs have a limited quantity of superior components to sell to pilots; everyone wins.




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