As the title suggests, I would very much like to see a research block replace the current need to purchase recipes from shops.
I suggest this because I would like to see players rely less on shops on my server, and more on their own crafting.
Playing the role of scientist and explorer, it would be very cool if people started out with a research block and could set up a lab on a planet, researching different item and block properties. Instead of buying the recipe, they would add an item (or combination of items) into the research block and click the research button.
On the left under categories, a new entry would go in there, filling an item into the same place that it would be listed on the shop window. When they click on it, it will tell the items needed, but not how many.
In order to print a recipe, the player would need to input a certain amount of a certain element. The game could have one single element be the universal "currency" of the research/recipe printing system, or it could randomize according to the player.
I feel it would be very cool if players could survive in a universe without shops, as currently recipes are only available through shops, and cubits only function with shops. If a shop is full, you can't break down items into cubits, so even if you have a shop in the universe, it easily becomes full and won't allow the breakdown of cubits to craft from scratch with.
In a role playing sense, it would add a whole new role to Starmade, having people who dedicate their playtime to discovering new combinations and analyzing all sorts of materials to find great recipes.
If they don't like their current recipe for antimatter blocks, they can scrap it and see about trying again. The system could also be engineered in a way where a person selects an item from the list on the left (or drop down box like the cubits) and then when they add items to the researcher, it will analyze them and either accept them as the first element of the recipe, or reject it altogether.
With the current cubit system, items have different atomic properties. If the atomic properties of items were hidden at first, and then became revealed by performing research, people could start to gather items, analyze them, then build up a database of atomic properties of the items they discover. The data would be saved to their character, so each person might develop their database in different ways.
The recipe system and the cubit system could be combined, in this sense, by allowing people to basically figure out the recipe for items by uncovering the properties of the items they wish to produce, then discovering sources of those properties.
Anyway, that's my idea in a nutshell.
*The next part is a copy/paste of additional options which could be implemented, with the research aspect"
I posted this idea in response to someone else's idea,
but it fits here, too.
More practical uses for the research block.
I think the idea for pirates and npcs using modified modules and weapons is great, but how about the existence of these blocks also has the mechanics of modular research?
If you want to research antimatter guns to find a recipe for a stronger version of it, you would put the antimatter gun into a research style factory, input some ingredients that it requires to perform the research and then start the process. It could work off the tick system, meaning it doesn't just output the recipe, it takes time, and the result could be varied.
The other option is to put a module in a single slot on the GUI of the research factory, then put in different elements in another slot. After performing the research, the GUI would give a comparison chart of the gains or decreases that resulted from the research.
Putting 1 metate into the element slot and researching it resulted in a 1 point increase to the power of the antimatter cannon, though it decreased the range by 1 as well.
If you print this recipe, produce that item, then start research on the resultant item by placing a new element, it might make up for the loss of range, and even add a point to the fire rate.
The player could choose whether to print the recipe as it is, or keep adding new elements to tinker with the module research until it is at a desirable level.
When the module gets to a certain point, it could be upgraded to a new tier, at which further gains could be reached, however this tier upgrade only happens if the recipe is printed.
To perform tier 2 research, you'd need to produce that module, then put it in the research slot, after which you'd continue trying new elements to further increase its potency.
There could even be bonuses to reaching a new tier, such as different behaviors for weapon types, like beam instead of pulse, or a slight aoe effect.
The key to this research would be in how it allows more power to be packed into smaller spaces, making specialized ship types.
-Caid
I suggest this because I would like to see players rely less on shops on my server, and more on their own crafting.
Playing the role of scientist and explorer, it would be very cool if people started out with a research block and could set up a lab on a planet, researching different item and block properties. Instead of buying the recipe, they would add an item (or combination of items) into the research block and click the research button.
On the left under categories, a new entry would go in there, filling an item into the same place that it would be listed on the shop window. When they click on it, it will tell the items needed, but not how many.
In order to print a recipe, the player would need to input a certain amount of a certain element. The game could have one single element be the universal "currency" of the research/recipe printing system, or it could randomize according to the player.
I feel it would be very cool if players could survive in a universe without shops, as currently recipes are only available through shops, and cubits only function with shops. If a shop is full, you can't break down items into cubits, so even if you have a shop in the universe, it easily becomes full and won't allow the breakdown of cubits to craft from scratch with.
In a role playing sense, it would add a whole new role to Starmade, having people who dedicate their playtime to discovering new combinations and analyzing all sorts of materials to find great recipes.
If they don't like their current recipe for antimatter blocks, they can scrap it and see about trying again. The system could also be engineered in a way where a person selects an item from the list on the left (or drop down box like the cubits) and then when they add items to the researcher, it will analyze them and either accept them as the first element of the recipe, or reject it altogether.
With the current cubit system, items have different atomic properties. If the atomic properties of items were hidden at first, and then became revealed by performing research, people could start to gather items, analyze them, then build up a database of atomic properties of the items they discover. The data would be saved to their character, so each person might develop their database in different ways.
The recipe system and the cubit system could be combined, in this sense, by allowing people to basically figure out the recipe for items by uncovering the properties of the items they wish to produce, then discovering sources of those properties.
Anyway, that's my idea in a nutshell.
*The next part is a copy/paste of additional options which could be implemented, with the research aspect"
I posted this idea in response to someone else's idea,
but it fits here, too.
More practical uses for the research block.
I think the idea for pirates and npcs using modified modules and weapons is great, but how about the existence of these blocks also has the mechanics of modular research?
If you want to research antimatter guns to find a recipe for a stronger version of it, you would put the antimatter gun into a research style factory, input some ingredients that it requires to perform the research and then start the process. It could work off the tick system, meaning it doesn't just output the recipe, it takes time, and the result could be varied.
The other option is to put a module in a single slot on the GUI of the research factory, then put in different elements in another slot. After performing the research, the GUI would give a comparison chart of the gains or decreases that resulted from the research.
Putting 1 metate into the element slot and researching it resulted in a 1 point increase to the power of the antimatter cannon, though it decreased the range by 1 as well.
If you print this recipe, produce that item, then start research on the resultant item by placing a new element, it might make up for the loss of range, and even add a point to the fire rate.
The player could choose whether to print the recipe as it is, or keep adding new elements to tinker with the module research until it is at a desirable level.
When the module gets to a certain point, it could be upgraded to a new tier, at which further gains could be reached, however this tier upgrade only happens if the recipe is printed.
To perform tier 2 research, you'd need to produce that module, then put it in the research slot, after which you'd continue trying new elements to further increase its potency.
There could even be bonuses to reaching a new tier, such as different behaviors for weapon types, like beam instead of pulse, or a slight aoe effect.
The key to this research would be in how it allows more power to be packed into smaller spaces, making specialized ship types.
-Caid