Crafting needs to be looked at again.

    Lecic

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    Yes, and note that we have to manually set up and a super comlicated network of factories in our futuristic high-tech game, while in our low-tech game we're able to make high-quailty tools suuuuper simply.

    Seriously, look at the crafting map, it's a total mess.
    I'd take a shot in the dark and guess that an infinite energy reactor, or a beam module, or a thruster, etc, are a bit more complex than a couple of diamonds on a stick or a basic piston. Most of the higher tiered items are magic, so they have their reasons for being somewhat simple to make.

    Personally, I like the large number of components. It'll promote trade. Instead of making everything on your own, just make some basic materials and sell them to people trying to make more complex things.
     
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    NeonSturm

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    Personally agree, but there should be an easier tech tree for those who want.

    Maybe 2 trees per default. How about a short-cut circuit inside this crafting tree? :D


    I see the problem not for the trading part, but to get you started.

    Maybe these two trees can get mixed - low tech (common metal/crystal/mineral capsule) high tech parts (rare Parsen, Hital, ... capsule)
     
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    What would be the difference between the two trees? Why would anyone feel the need to switch to the more complex version?
     

    NeonSturm

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    efficiency maybe?

    If you mine a few asteroids or a planet and refine the ore/shards, you may get 8 low, 3 high quality things.

    The high quality would be preferable for shuttles, high-tech fighter craft, RP ...


    The low tech however is good for
    1. peoples which like it not as complex (they could disable high-tech on their server)
    2. getting started on a planet (if they are both available via solar + every-where-generator ...)
    3. big ships or drone-swarms which are mass-produced and thrown into battle rather than used by players.
    4. Hull
    Because it's abundant
     
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    Yes, and note that we have to manually set up and a super comlicated network of factories in our futuristic high-tech game, while in our low-tech game we're able to make high-quailty tools suuuuper simply.

    Seriously, look at the crafting map, it's a total mess.
    I agree that the map is a big mess. Would this help the crafting system? http://starmadedock.net/threads/small-things-that-will-improve-the-crafting-experience.3016/
    Almost everything there will make life for beginners easier (except the advanced filter). But I think the most relevant is the better overview of the crafting tree.

    Here is the part about the overview:
    Break larger crafting recipes up in multiple pages. Each page would have a different level of the crafting recipe. A level would be a main block, like an active processor or a different block that has a lot of levels in the crafting recipe. It could be configured which block/item would create a new page.
    The names of the blocks needed could be viewed from tabs.

    There should also be a general overview, with the blocks/items with large recipes don't have their recipe shown. Instead they would be a quick link to the page with the corresponding block/item.
     
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    Maybe we have to realize there are at least two kind of players of StarMade. The ones that like building great and epic things and those who see more in a survival like approach. The system could sustain both flavors if there would be a choice introduced between for instance a sandbox and a survival style of game-play.

    Sandbox could have a gaming style much as the game is now, with easy obtainable components so the player doesn't need to be bothered with mere mortal things like crafting and mining if he or she doesn't want to. There's also the opportunity to have a more simple crafting system introduced here.

    Survival however would emphasize on making ones own components and have a much longer path to reach bigger and larger things. No more desolate space stations to loot, a dynamic shopping system with prices related to availability of resources in surrounding sectors and a complex crafting and logic system so the player gets the feel of accomplishment when reaching goals.

    @FunnyBunny14: Lot of interesting thoughts in that other thread, the one thing I think should be implemented for certain should be a kind of diary where the player can make notes for later reference. A kind of notepad like word-processor actually for reminders and whatever the user feels he or she needs to remember.

    Greets,

    Jan
     
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