Well, we do have a "new" crafting system, but its.... lets call it unintuitiv and hard to see through.
To put some emphasis on that, here is a graph (graphs prove everything, remember that)
Thanks to Neon_42 for the image
So, I have been thinking on another overhaul for the crafting system:
The basics:
You have three categories of resources: Stones (The stuff asteroids are made of and that you always have in spades), metals (slightly less common, by "slightly" i mean "never enough") and crystal shards (rather rare).
The current distinction between different types of these categories will be preserved (you still gather cinnabar and tekt, for example). The processing into capsules stays as well.
The next step in the crafting process is were things start to change. Metal mesh only needs stone capsules (maybe rename them "generic metals") and is the base crafting material for everything else, every block needs a metal mesh. You can create grey hull 1:1 from it, colored hull needs a few more stone capsules (no, i dont care about logic). That means that hull is the cheapest thing to craft, which is ok because you need a lot of it. Other cheap, generic items also only need either metal mesh, stone capsules or a combination (combination would drift into convolution again though)
Next in line is metal ore (rare metal ore?). These are made into plating, which is used to make metal mesh into more advanced items like reinforced hull, weapon blocks (not computers) and thrusters.
And lastly, crystal capsules are made into circuits, used in conjunction with metal mesh and plating to build the most advanced items: Power generators, computers, shield blocks, effect blocks and others.
Metal mesh is a constant 1 cost per block (it basically IS the block, just without the important parts in it), while the amount of plating and circuits goes up the less common the block becomes (power generators nedd less then weapon computers, for example).
You need 3 types of the raw materials to make into their respective component. This ensures you still need to gather different materials while making shortages because you just cant find nacht ore less likely.
Lastly, I propose a block that can break down blocks into components for those who prefer salvaging to fuel their foundries of war. It would only give (insert config value here)% of the components used in the construction back, but it would be a way to get rid off the stuff you dont want/have enough of already.
So, instead of the big web of parts, capsules, raw material shortages, hulls, red dirt and confusion this would make it more streamlined and easy to get into. You can store components in the good knowledge that they will be useful in the future, you can rob everything from another faction without ending up with materials which you have no idea what they are used for (good luck digging throught the crafting web to find that) and the costs of making items is at least somewhat tied to its usefulness in game.
(seriously, try constructing missile barrels in the current system, you will go mad...)
edit: I suppose it would be possible to have things you need only ones or twice per ship (cores, bobby AIs, etc) require special resources, you know, create some scarcity. Scarcity is nice for straining interfaction relationships.
To put some emphasis on that, here is a graph (graphs prove everything, remember that)
So, I have been thinking on another overhaul for the crafting system:
The basics:
You have three categories of resources: Stones (The stuff asteroids are made of and that you always have in spades), metals (slightly less common, by "slightly" i mean "never enough") and crystal shards (rather rare).
The current distinction between different types of these categories will be preserved (you still gather cinnabar and tekt, for example). The processing into capsules stays as well.
The next step in the crafting process is were things start to change. Metal mesh only needs stone capsules (maybe rename them "generic metals") and is the base crafting material for everything else, every block needs a metal mesh. You can create grey hull 1:1 from it, colored hull needs a few more stone capsules (no, i dont care about logic). That means that hull is the cheapest thing to craft, which is ok because you need a lot of it. Other cheap, generic items also only need either metal mesh, stone capsules or a combination (combination would drift into convolution again though)
Next in line is metal ore (rare metal ore?). These are made into plating, which is used to make metal mesh into more advanced items like reinforced hull, weapon blocks (not computers) and thrusters.
And lastly, crystal capsules are made into circuits, used in conjunction with metal mesh and plating to build the most advanced items: Power generators, computers, shield blocks, effect blocks and others.
Metal mesh is a constant 1 cost per block (it basically IS the block, just without the important parts in it), while the amount of plating and circuits goes up the less common the block becomes (power generators nedd less then weapon computers, for example).
You need 3 types of the raw materials to make into their respective component. This ensures you still need to gather different materials while making shortages because you just cant find nacht ore less likely.
Lastly, I propose a block that can break down blocks into components for those who prefer salvaging to fuel their foundries of war. It would only give (insert config value here)% of the components used in the construction back, but it would be a way to get rid off the stuff you dont want/have enough of already.
So, instead of the big web of parts, capsules, raw material shortages, hulls, red dirt and confusion this would make it more streamlined and easy to get into. You can store components in the good knowledge that they will be useful in the future, you can rob everything from another faction without ending up with materials which you have no idea what they are used for (good luck digging throught the crafting web to find that) and the costs of making items is at least somewhat tied to its usefulness in game.
(seriously, try constructing missile barrels in the current system, you will go mad...)
edit: I suppose it would be possible to have things you need only ones or twice per ship (cores, bobby AIs, etc) require special resources, you know, create some scarcity. Scarcity is nice for straining interfaction relationships.
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