Shipwright Archive
Thread: Possible solution to several issues…DELUSIONS INSIDE:
I know… you are gone for a second and I suddenly start getting delusions of grandeur..
LOOT VS. CRAFTING
I don’t think the quality loot drops are really too high if you think about it. I grinded to 4444 pilot in two weeks and I came up with 2 decent engines (high mass though) and a nice capacitor which is already decayed to the point I expect it to be destroyed soon. Everything else is still crafted except for one gun. (don’t remember about my shields)
If they do nerf loot, I think that they should make it so that only one statistic can be really exceptional, just like a crafted component instead of nerfing the drop rates. For example, I have a couple loot engines with not only exceptional top speed but great YPR as well. The drop should have one or the other but not both.
(I like loot the way it is personally, but this is in attempt to compromise with those who do not see things as I do)
DECREASE COST OR INCREASE POWER OF EXPENDABLES
I think one of our #1 concerns should be reducing the resource cost and/or increasing the effectiveness of our expendable munitions. These should be our bread and butter since you cannot loot these items in space. Expendables are a recurring revenue stream and should be our bread and butter, but right now the word on the street is that they are cost prohibitive for the power they wield. Eventually people will get their ships all decked out and we will be seeing few chasis/component sales. Expendables are our end game.
MAKE CRAFTING BETTER THROUGH IMPROVED RE WORK
One thing that I think would improve shipwright's impression of their crafting capabilities would be to allow them to mix crafted items in with loot for reverse engineering. This way you could focus all your skill points into one specific area and then reverse engineer. (no need to change crafting as it exists) Right now you have to have all the right loot combinations in order to do a really nice RE job. Why not throw crafted items into the mix? Say you make a crafted engine with a really high top speed, another one with low mass, a loot with really good YPR and a loot with good energy drain numbers.
To keep the monopolists out of the market we could require that 50% of the components used in the RE process be looted. This way mass produced items would never be as good as hand crafted ones. This would also make it easier for a hand crafter to do better RE jobs.
A COMPROMISE ON FACTORIES
I personally DO NOT like the idea of factories in any way shape or form as I have said before. But I do see this idea as a way to compromise:
Factories could mass-produce ship components, but they would never be any better than the quality of the craftables we have now because of the ideas above. By requiring 50% or more of a RE job to be loot, there would be no way that a factory could mass produce items that could be better than a hand crafted one (including the RE work)
Go ahead and let the monopolists mass produce, but their items will only be good in one particular stat or random vanilla all over, while everyone will know that hand crafted RE jobs are the way to go.
What do you think?
I disagree completely, the issue isn'twhether an exceptional looted component is rare or not. The issue is that looted components are acceptable. Given the choice between using an "acceptable" looted component and spending hard earned credits on a player crafted component, what do you think a player is going to do? They ARE going to use the looted component. Especially a newbie player, such as the one that went out and bought JTL because they wanted to fly around in the Star Wars universe.
Jacquelyn wrote:
I know… you are gone for a second and I suddenly start getting delusions of grandeur..
LOOT VS. CRAFTING
I don’t think the quality loot drops are really too high if you think about it. I grinded to 4444 pilot in two weeks and I came up with 2 decent engines (high mass though) and a nice capacitor which is already decayed to the point I expect it to be destroyed soon. Everything else is still crafted except for one gun. (don’t remember about my shields)
If they do nerf loot, I think that they should make it so that only one statistic can be really exceptional, just like a crafted component instead of nerfing the drop rates. For example, I have a couple loot engines with not only exceptional top speed but great YPR as well. The drop should have one or the other but not both.
(I like loot the way it is personally, but this is in attempt to compromise with those who do not see things as I do)
Jacquelyn wrote:
I know… you are gone for a second and I suddenly start getting delusions of grandeur..
DECREASE COST OR INCREASE POWER OF EXPENDABLES
I think one of our #1 concerns should be reducing the resource cost and/or increasing the effectiveness of our expendable munitions. These should be our bread and butter since you cannot loot these items in space. Expendables are a recurring revenue stream and should be our bread and butter, but right now the word on the street is that they are cost prohibitive for the power they wield. Eventually people will get their ships all decked out and we will be seeing few chasis/component sales. Expendables are our end game.
Why would you reverse-engineer something you crafted? This doesn't make sense from a "reality" standpoint. However, I will reiterate something I brought up in my last reply: BALANCE!
Jacquelyn wrote:
I know… you are gone for a second and I suddenly start getting delusions of grandeur..
MAKE CRAFTING BETTER THROUGH IMPROVED RE WORK
One thing that I think would improve shipwright's impression of their crafting capabilities would be to allow them to mix crafted items in with loot for reverse engineering. This way you could focus all your skill points into one specific area and then reverse engineer. (no need to change crafting as it exists) Right now you have to have all the right loot combinations in order to do a really nice RE job. Why not throw crafted items into the mix? Say you make a crafted engine with a really high top speed, another one with low mass, a loot with really good YPR and a loot with good energy drain numbers.
To keep the monopolists out of the market we could require that 50% of the components used in the RE process be looted. This way mass produced items would never be as good as hand crafted ones. This would also make it easier for a hand crafter to do better RE jobs.
Jacquelyn wrote:
I know… you are gone for a second and I suddenly start getting delusions of grandeur..
A COMPROMISE ON FACTORIES
I personally DO NOT like the idea of factories in any way shape or form as I have said before. But I do see this idea as a way to compromise:
Factories could mass-produce ship components, but they would never be any better than the quality of the craftables we have now because of the ideas above. By requiring 50% or more of a RE job to be loot, there would be no way that a factory could mass produce items that could be better than a hand crafted one (including the RE work)
Go ahead and let the monopolists mass produce, but their items will only be good in one particular stat or random vanilla all over, while everyone will know that hand crafted RE jobs are the way to go.
Jagged-F3l wrote:
I disagree completely, the issue isn't whether an exceptional looted component is rare or not. The issue is that looted components are acceptable. Given the choice between using an "acceptable" looted component and spending hard earned credits on a player crafted component, what do you think a player is going to do? They ARE going to use the looted component. Especially a newbie player, such as the one that went out and bought JTL because they wanted to fly around in the Star Wars universe.
Acceptable, this is a diffucult term. What is acceptable to one player, might not be acceptable to another player. Yes, a novice will use looted components, because those are cheaper. It keeps him flying. And, he could not pay most shipwrights prices anyway
With time comes experience and the wish to have the best components. And money. At this point, things that seemed acceptable are not acceptable any more. Even a little additional performances becomes important. So the player will by stuff, if he sees a benefit.
What gives me more trouble sleeping is the no decay in deep space rule. Never been there, but if a player can hunt there, he can do so without risk. Are there NPCs in that area? Is it possible to loot stuff in there?
Regards
Niacia
Yes, the 50% loot rule would be required. Or maybe make it at least one looted part and maximum 1 crafted part.
I'm not yet completely sure I like it, but it seems worthwhile to consider.
Regards
Niacia