Blackmill
Scholar
- Joined
- Dec 25, 2014
- Messages
- 326
Currently, crafting skills are insanely powerful. Take a Psi user with Psychosis, for instance. A crafted psionic headband with a neural amplifier and an appropriate magnifying filter is likely a 70-90% damage improvement over whatever is the best headband that can be bought or looted. Now consider all the other benefits of having a high electronics and biology (1.5K shield, EMP MK III, trance, etc.), and there's no way to justify not investing in electronics and biology unless the player is simply bored of crafting.
I think Styg recognized this, since in Expedition and subsequent patches many unique items were improved or added, making it more reasonable for a combatant to neglect crafting. But the gap between crafted gear and looted gear is still massive with a few exceptions. The challenge, of course, is to make crafting skills less mandatory while keeping them relevant. I think a possible solution is the addition of an NPC that can craft a limited number of items for the player. It could work like this
1. The player would bring the NPC the necessary parts. The player would then pay a hefty amount, especially for the crafting of a top tier item (i.e. thousands of charons).
2. There would be a turnaround, akin to how refurbishing guns works currently. Higher quality items have a longer turrnaround.
3. Items would be bucketed into quality tiers, and there would be either a soft limit (due to turnaround) or a hard limit on the number of items of each tier that the NPC can craft.
The player that invests in crafting would still have much better gear, but at the very least, the non-crafter could have a quarter or a third of the same gear rather than none of it. Thoughts?
I think Styg recognized this, since in Expedition and subsequent patches many unique items were improved or added, making it more reasonable for a combatant to neglect crafting. But the gap between crafted gear and looted gear is still massive with a few exceptions. The challenge, of course, is to make crafting skills less mandatory while keeping them relevant. I think a possible solution is the addition of an NPC that can craft a limited number of items for the player. It could work like this
1. The player would bring the NPC the necessary parts. The player would then pay a hefty amount, especially for the crafting of a top tier item (i.e. thousands of charons).
2. There would be a turnaround, akin to how refurbishing guns works currently. Higher quality items have a longer turrnaround.
3. Items would be bucketed into quality tiers, and there would be either a soft limit (due to turnaround) or a hard limit on the number of items of each tier that the NPC can craft.
The player that invests in crafting would still have much better gear, but at the very least, the non-crafter could have a quarter or a third of the same gear rather than none of it. Thoughts?
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