Crafting Idea and More Advanced Shops

    What do you all think?

    • I like the Crafting but not the Shops

      Votes: 0 0.0%
    • I dont like Ether

      Votes: 0 0.0%

    • Total voters
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    Joined
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    • Legacy Citizen 9
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    • Community Content - Bronze 1
    Advanced shops:

    Allow us to do the following:
    -Set which items are allowed to be traded, bought, sold or both bought and sold.
    -allow us to set our own selling/buying amounts for the items we are trading.
    -allow us to give diffrent prices for faction, allies, nutral and enamys.
    -let us set limits on how much of an item a shop will buy.
    -if the above is not set then the shop will do whatever the current default is.

    -I think the Advanced shops will work well with the crafting Idea which is why I put them together.

    Crafting:


    Recipes have different efficiency ratings
    common = 1 - 50%
    uncommon = 51 - 100%
    Rare = 101 - 150%
    Super Rare = 151 - 200%

    Common could be purchased at shops. Uncoomons can be looted from Isanth IV AI ships or pirate stations. Super Rare could only be looted from "Fortified Pirate stations" or "Pirate Battle Ships" (this goes back to what was talked about in the last Q&A)

    Recipe Efficiency would coincide with how many of the given resources are required to produce an item. ALL recipes should require specific materials (or amount of cubatoms) each item would have a "base" cost which would be the 100% efficiency. Recipes would then have a certain random chance of getting a higher or lower percentage based on their grade. for example if a recipe at 100% (uncommon) would take 10 black hull, then a recipe at 50% would require 20.

    Recipes would only have a few levels to gain but would depend on the type of item. for example lesser items (maybe those used to craft more advanced things) might have 10 levels while others that are more valuable can only go to level 3 or 4. This would all depend on the balance of resources.

    Pros of the system include:
    Need to explore to find really good recipes
    Factions will have different recipes at different grades. This could promote trading and or fighting to take them. (assuming the faction system talked about in last Q&A gets implemented)
    Crafting and the Economy could be balanced more easily unlike with the current and completely random system.

    Cons of the system include:
    -The low probability of getting the recipe you want at a good Efficiency (should likely not have recipes for junk items like dirt unless they are needed for other better recipes)
    -Factions, Pirates and other systems this would rely on have only been discussed and have not been implemented.
    -Could be worse than whatever is currently planed (but who really knows)


    What does Everyone think?
     
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    what about having a device call reverse engineering computer, it would work like factory with adding processor block to increase your success in reverse engineering an item you found.

    What you would need to do is place a blank blueprint into the reverse engineering computer and your item block that you want to solve. it will then break down the item and write a percentage of what it figured out into the blank blueprint(coding you can treat it like a damage block, it won't work until it is 100%). The player would be able to see his or her progress by looking or mouse overing the partial blueprint. The player would continually re-use the same blueprint to solve the item block he want to blueprint(learn) until the is 100% figure out.

    Using your above Common to Rare item rating system this would add a complexity value to the computer to try to solve. The player could add more and more processors block to augment the reverse-engineering computer to help. The reverse-engineering computer can only solve a faction of the item at a time so you will need few or alot of the same block type to create a full blueprint.

    This would augment the need to salvage your kills.
     

    NeonSturm

    StormMaker
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    • Wired for Logic
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    I don't like that huge differences in recipes.

    Imagine common * common vs super rare * rare.
    [0.01, 0.5]^2 = [0.0001, 0.25]
    [1.01, 1.5] * [1.51, 2] = [1.5251, 3]
    With common only you would get 1/12 of the items somebody else would get - not counting 2 super rare recipes from a lucky person.

    Sry bro, but I don't want StarMade turn into a lottery that extreme.
     
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