Hello fellow Star-made citizens
I am one of the Admins on the Tectum Clementia RP server and my job in the past has mostly been to manage the block config file and economy.
So after spending the last week playing around with the new crafting system and economy as both a player and an admin I believe I have come up with ways to make it a little better. This isn't a suggestion, this is what I am actually working on.
What's good:
The ability to modify the factory recipes is well though out, and easy. It's absolutely beautiful.
There is a huge diversity in components and items to combine to make each item feel unique.
Factory chains finally feel like actual production lines.
What's bad:
I am very happy with the crafting system, but not the recipe structures. I'm wondering if these recipes are just place holders or if they are representations of the final system. All recipes essentially boil down to adding the same kind of capsule + a metal mesh or grill over and over again until you get the finished product. This doesn't make sense from a real life point of view, but also producing things rather boring and frustrating.
These recipes actually create large imbalances in the economy. I can harvest 10 asteroids, process them all and build 100 salvage cannons. OR I can harvest 10 asteroids, process them all, build 3 faction modules, sell them and then buy 10000 salvage cannons. There is literally no reason to craft anything except for the most expensive items.
Random Recipes are being phased out. I think this is a bad idea. Random Recipes (when managed correctly by admins) give players a little extra something to work towards and can be made hard to exploit.
With this in mind, if Schema or Calibri feel like answering I have a couple of questions:
Do these current recipes represent what the “Final” crafting system will be like?
Can you please consider leaving the current “Random Recipe,” Purchase Recipe”, and the “Recipe Buy with Item” systems in place?
What's going on with the “cubatom consistence” portion of the blocks? Only shapes have that area filled in. Is that used in some way to convert shapes back into square blocks?
Is the old “numPAD 5” cubatom system going away at some point?
This is the crafting system and economy I have been developing.
My goal is to make the system complex, logical, but less complicated. There are more steps, but they make real world sense. I've started by changing the very base of the crafting tree starting with circuits and metal meshes. There is also an emphasis on the difference between ore and shards.
For Ore:
Small amounts of ore are turned into “metal alloy” instead of “metal mesh” in the micro assembler (because metal mesh doesn't make sense to me)
“Metal Alloy” is combined with larger amounts of a specific ore plus lava to crease it's respective “Metal ingots”(because for some reason they are not used in the crafting system, but I think they should be)
“Metal Ingots” will be used to help create a final product.
For Crystals (shards):
Small shards are turned into their respective capsules in the refinery and small amounts of those create crystal circuits in the micro assembler(as it does now). Large amounts of those capsules are used to create their respective Crystal blocks(Hattel crystals and such).
Crystal Circuits are used to create stock crystal processors and crystal nodes. Capsules are then added to these items to create their respective “imbued” counter parts.
For Armor:
Stays the same. “Metal Alloy” plus asteroid rock capsules
Final Items:
Crafted using a combination of ingots, crystals and different circuit rather then arbitrarily adding increasing amounts of capsules along the production chain.
To sum it up Ores and Capsules create more specific items. Base items like capsules and ores are used more efficiently and there are no longer overlaps in the production chain.
Factory chains make more sense and the problem of factories at the top the the chain “stealing” resources from the bottom of the chain is gone.
On larger servers this may actually help create a diverse trade economy that helps distinguish between miners, low end manufacturers and people producing final products. For example: a player could focus on producing only Metal ingots that they then sell to someone producing weapon blocks.
Expensive and powerful items will be harder to make to avoid exploits.
Here is an example of a true production tree(imagine the “metal mesh” is “metal alloy” and don't worry about the #of blocks require per product)
Now my argument to keep the old Random Recipe system.
On the Tectum Clementia server we set all random recipes to be bought with either gold, silver or bronze, which were acquired by killing pirates and completing Admin spawned mission.
This did three things:
It gave players something relatively easy and fun to work towards.
It gave admins an easy way to reward players without giving them a manual hand out.
Most importantly it have people with different play styles a reason to interact and work together. Players with a combat focus would acquire the recipes and then trade them to the players who were more interested in build and manufacturing. It helped create alliance, enemies and gave players a real reason to be something.
Any competent admin can make it impossible for players to abuse Random recipes, so I feel that keeping them far outweighs any benefit to removing them.
I am one of the Admins on the Tectum Clementia RP server and my job in the past has mostly been to manage the block config file and economy.
So after spending the last week playing around with the new crafting system and economy as both a player and an admin I believe I have come up with ways to make it a little better. This isn't a suggestion, this is what I am actually working on.
What's good:
The ability to modify the factory recipes is well though out, and easy. It's absolutely beautiful.
There is a huge diversity in components and items to combine to make each item feel unique.
Factory chains finally feel like actual production lines.
What's bad:
I am very happy with the crafting system, but not the recipe structures. I'm wondering if these recipes are just place holders or if they are representations of the final system. All recipes essentially boil down to adding the same kind of capsule + a metal mesh or grill over and over again until you get the finished product. This doesn't make sense from a real life point of view, but also producing things rather boring and frustrating.
These recipes actually create large imbalances in the economy. I can harvest 10 asteroids, process them all and build 100 salvage cannons. OR I can harvest 10 asteroids, process them all, build 3 faction modules, sell them and then buy 10000 salvage cannons. There is literally no reason to craft anything except for the most expensive items.
Random Recipes are being phased out. I think this is a bad idea. Random Recipes (when managed correctly by admins) give players a little extra something to work towards and can be made hard to exploit.
With this in mind, if Schema or Calibri feel like answering I have a couple of questions:
Do these current recipes represent what the “Final” crafting system will be like?
Can you please consider leaving the current “Random Recipe,” Purchase Recipe”, and the “Recipe Buy with Item” systems in place?
What's going on with the “cubatom consistence” portion of the blocks? Only shapes have that area filled in. Is that used in some way to convert shapes back into square blocks?
Is the old “numPAD 5” cubatom system going away at some point?
This is the crafting system and economy I have been developing.
My goal is to make the system complex, logical, but less complicated. There are more steps, but they make real world sense. I've started by changing the very base of the crafting tree starting with circuits and metal meshes. There is also an emphasis on the difference between ore and shards.
For Ore:
Small amounts of ore are turned into “metal alloy” instead of “metal mesh” in the micro assembler (because metal mesh doesn't make sense to me)
“Metal Alloy” is combined with larger amounts of a specific ore plus lava to crease it's respective “Metal ingots”(because for some reason they are not used in the crafting system, but I think they should be)
“Metal Ingots” will be used to help create a final product.
For Crystals (shards):
Small shards are turned into their respective capsules in the refinery and small amounts of those create crystal circuits in the micro assembler(as it does now). Large amounts of those capsules are used to create their respective Crystal blocks(Hattel crystals and such).
Crystal Circuits are used to create stock crystal processors and crystal nodes. Capsules are then added to these items to create their respective “imbued” counter parts.
For Armor:
Stays the same. “Metal Alloy” plus asteroid rock capsules
Final Items:
Crafted using a combination of ingots, crystals and different circuit rather then arbitrarily adding increasing amounts of capsules along the production chain.
To sum it up Ores and Capsules create more specific items. Base items like capsules and ores are used more efficiently and there are no longer overlaps in the production chain.
Factory chains make more sense and the problem of factories at the top the the chain “stealing” resources from the bottom of the chain is gone.
On larger servers this may actually help create a diverse trade economy that helps distinguish between miners, low end manufacturers and people producing final products. For example: a player could focus on producing only Metal ingots that they then sell to someone producing weapon blocks.
Expensive and powerful items will be harder to make to avoid exploits.
Here is an example of a true production tree(imagine the “metal mesh” is “metal alloy” and don't worry about the #of blocks require per product)
Now my argument to keep the old Random Recipe system.
On the Tectum Clementia server we set all random recipes to be bought with either gold, silver or bronze, which were acquired by killing pirates and completing Admin spawned mission.
This did three things:
It gave players something relatively easy and fun to work towards.
It gave admins an easy way to reward players without giving them a manual hand out.
Most importantly it have people with different play styles a reason to interact and work together. Players with a combat focus would acquire the recipes and then trade them to the players who were more interested in build and manufacturing. It helped create alliance, enemies and gave players a real reason to be something.
Any competent admin can make it impossible for players to abuse Random recipes, so I feel that keeping them far outweighs any benefit to removing them.
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