Blueprints, Manufacturing Unique Items And Counterfeit Goods

Sorry for the length of this post but it sort of ballooned out of control when I started reading other threads on similar subjects which raised even more ideas and questions!

Something I would love to see in ED would be to have blueprints for every manufacturerable item, but then with a certain set of skills you can modify the stats of the items you’re wanting to create to, then have the rights to manufacture a totally unique item.

This would work as follows:
Standard Blueprints
1. A blueprint has a shelf life of say 3 to 6 months after which it is deemed expired and can no longer be used.
2. For short manufacturing run items, such as missiles etc, they will have a shorter expiry time as you can make a lot more of these in a short period.
3. The longer the manufacturing time the longer the expiry will be, obviously this would be for ships
4. a blueprint can have a certain number of copies made but it won’t be unlimited.

Creating Unique Items
1. With a certain set of skills or actions by a player they will have the ability to modify some of the attributes of a blueprint and therefore be able to create a unique items,
2. With the more skill levels a manufacturer has in creating unique items, they will have more attribute points they can modify their blueprint with. So with one skill level trained they would have the ability to change three points, at level II they might have five or six points and at level III they will be able to change 10 points. Obviously the further away from the original these blueprints go the more unique they are and the higher the price the manufacture can ask
3. A manufacturer can only release a certain number of these unique items from a particular blueprint but can demand a far higher price.
4. Only a certain number of blueprints with certain stats can be licensed out.
5. People wanting to manufacture a similar item with identical stats to the one currently being produced can join a waiting list to manufacture this item when the licences become available
6. Unique item blueprints cannot have copies made and therefore a manufacturer will have to keep buying original blueprints to convert into unique ones.

I love the idea of owning a unique piece of equipment and if somebody wanted a totally unique item then a manufacturer could sign an agreement where they agree not to mass produce this item and if they did the manufacturer would get a massive bounty put on his head. This way somebody could have a completely unique equipment layout but it would cost them an arm and a leg!

Counterfeit Goods:
I know this would be incredibly difficult to implement but as an idea it would be quite interesting to explore!
1. A counterfeit manufacturer cannot produce anything in sanctioned space but once they get out of the realms of the law they can produce anything they want with any stat.
2. These items will have a limited shelflife but they will be significantly cheaper than the original.
3. If a counterfeit manufacturer sees a product flying off the shelf they can obtain a blueprint, modify it to the output as the authentic item has and then sell it cheaper than the original item.
4. These counterfeit products would have a life of let’s say a couple of months but it would be significantly cheaper than the original authentic item.
5. The further the counterfeit strays away from the law in force areas the cheaper items are to make but the risk will come by shipping their products back to the trade hubs for selling.
6. A manufacturer of counterfeit goods would need significant support from other players to help them get their products to market but the rewards will outweigh the downsides to this venture.
7. A war could be established between the genuine manufacturers and the counterfeiters and the genuines could pay mercenaries to attack the counterfeiters to stop them bringing their goods to market. Naturally the counterfeiters will combat this with having large escorts so to combat this we the law of being a counterfeit has to be incredibly lucrative if they can get their products to market. This

As you can see I prefer the manufacturing/trading role in any game I play. I started my Eve online life as a miner and branched out into manufacturing. If elite is going to have asteroid mining then in my opinion it has to have a player based economy otherwise what are you going to do with the minerals you are mining? I have just read a post from another thread who said “I'd rather be outside the space station flying from A to B with a cargo of goodies or shooting pirates to make cash rather than sat inside the space station making docking computers to sell.” I would say that this most definitely isn’t for everybody and some people enjoy sitting in a station and seeing their manufacturing empire flourish!!!

Okay let’s look at the longevity of elite dangerous. If trading just means picking up items from NPC’s where you buy it at one price and fly to another planet and sell it for another price how long do you think that would become enjoyable for? Maybe six months, maybe even the year, but I can guarantee this game will be boring if there is no player economy. Manufacturers would have two undercut each other lowering the price of their goods. This has to stop at some point so there will be a benchmark where it just isn’t feasible to sell a product at that low price so each manufacturer will have their limit as to how low their prices go. Once a product has sold out at its lowest price then the next price will be sold and it will go like that.

Yes I can see elite is primarily a PVP and exploration game but there has to be an element where people can choose what they want to do and I want to manufacture! There is nothing quite like finding your niche in the massive in game market and a fulfilling your role to the best of your ability. I have never been one for PVP and I am quite an analytical minded person so hence why I enjoy manufacturing.

I appreciate my idea would have a lot of issues but even if they implemented a portion of it I believe it would enhance the game incredibly.

I would very much like other people’s opinion on this idea!
 
I know player crafting has been touched on many times before, but has met a lot of opposition. I always enjoyed crafting elements in other games, so I hope at least some of it makes it through to beta, to at least try it out.
 
I was hoping this was a wrong comment I read in another thread that they weren't going to include player crafting.

Personally I think this is a major mistake by Frontier as player driven economies are a powerful reason why players continue to play games for many years as opposed to one or maybe two years. As I said in my post above NPC manufacturing is all fine and dandy but it gets stale very quickly and unless there is a random factor i.e. players driving that economy then it's going to get quite boring relatively quickly.

Please could somebody tell me of a game without player crafting where a character can continue to thrive for the longer than two years. Does the game get boring? Does hack and slash or PVP get tedious after a while? I am sure a lot of you will say hell no but I would say not everybody likes PVP so what are this type of player going to do in elite without player crafting
 
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I do not like the player manufactured route but do like the idea that items evolve over time in the same way the normal person on the street does not make anything but their buying patterns dictate the direction of manufactured goods and therefore products evolve.
The stock market will be dynamic so that is not going to be boring and we know that new ships are in the pipeline so things will evolve, it just wont be individual players asking for a specific item to be made.
 
How do you justify space ship commanders suddenly becoming megamind scientists and cutting edge manufactures that can create unique items that the universe wants when this would be, in reality, limited to major corporations with vast R&D budgets and manufacturing plants? It just doesn't fit, IMHO.

Crafting in most games sucks anyway - get these items, press this button, boom - you have an item. Worse still are the ones with crappy twitch mini games that affect the quality of the item. The twitch aspect having no real relevance, just thrown in for some way to make it seem as though "skill" was involved.

And while player/player trades are going to be in the game in a 1-to-1 sense there is no auction house type construct (thankfully) so buying/selling these items would be hugely hit and miss.
 
I am starting a newthread as to how player development will work! In Eve online you train skills to become that "megamean scientist"who can produce particular items a player wants

Not wishing to criticise your English but anybody that uses the term sucks in that way is probably a hack and slash, FPS shoot them up expert that wouldn't really understand the intricacies of manufacturing anyway!
 
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I am starting a newthread as to how player development will work! In Eve online you train skills to become that "megamean scientist"who can produce particular items a player wants

Not wishing to criticise your English but anybody that uses the term sucks in that way is probably a hack and slash, FPS shoot them up expert that wouldn't really understand the intricacies of manufacturing anyway!

Well, on the skills point - I'd prefer if the game was based on actual skills, rather than virtual ones. So the best traders, explorers, combat pilots will be all the people who are ACTUALLY the best at those things, rather than the ones who've simply trained their character up with skill points to excel in those fields.

Bit of a jump to say that because I used one word I'm a certain type of player/person. You did ask for opinions and I was just giving mine. The basis of what I said is actually from my experience of crafting in other games, and how I don't see it fitting in here, nothing more.
 
How do you justify space ship commanders suddenly becoming megamind scientists and cutting edge manufactures that can create unique items that the universe wants when this would be, in reality, limited to major corporations with vast R&D budgets and manufacturing plants? It just doesn't fit, IMHO.

I can justify it as a long term goal idea.

Using your billions of credits you have amassed you can give some/all to the factions that love you and invest into their R&D - in return, the faction being very grateful for your donation, they embark upon building items for you that after a period of in-game time are manufactured and have slight variances to the norm - not enough to be game breaking but enough to make you feel like you got something worthwhile. (Could be an engine that spins up 1 second faster than normal; a weapon that takes slightly longer to overheat; etc)

Not something FD would need to do immediately but something that could help promote longevity in the game after the first 6-12 months.
 
Two things: I enjoy crafting in some games (e.g. Guild Wars 2, in which you can level with crafting which is excellent) but I would not consider it in Elite because it's a different type of game. You're a pilot in a futuristic galaxy, and not like a medieval adventurer who can do some leatherworking to make your own tasty armour.

Elite is not a crafter's universe, it's one of big corporations and factories and refineries and research installations. Crafting/manufacturing on a personal level would feel anachronistic. However, if some players were desperate for it I wouldn't mind if it were included, I would simply ignore it; but I would not want the developers to spend time on it if they have other more relevant (imo) things to work on.

Secondly, I don't want my commander to earn skill points and formulas. I want all my commander's skills to be my skills (or lack thereof ;)). Avatar-learning is a very different concept to acquiring data such as star charts for my ship's navigation computer, and not one that fits ED.
 
Crafting/manufacturing on a personal level would feel anachronistic

I think that's taking it a little far - someone has to come up with the designs and work in R&D. Whilst the premise of the game is 1 man and 100c, what's to say long term that pilot works their way up and eventually helps design the Cobra mark V ? Or ends up so powerful they are the money lenders behind the research ? Perfectly feasible (but not initial release worthy - maybe patch / addon)
 
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Crafting? Does that include basket-weaving?

Indeed it would :D

Wanted to add that actual crafting - gathering parts and assembling them into something new isn't Elite and I agree with people who think that too. However I recognise there needs to be some kind of long term goal for ED to survive (as per a couple of posts I have read from Excalibur, and musings of my own on the same) and whilst I don't think "assembly" is right for ED I do think something indirectly along those lines could be.
 
I think that's taking it a little far - someone has to come up with the designs and work in R&D. Whilst the premise of the game is 1 man and 100c, what's to say long term that pilot works their way up and eventually helps design the Cobra mark V ? Or ends up so powerful they are the money lenders behind the research ? Perfectly feasible (but not initial release worthy - maybe patch / addon)
But that's not on a "personal level". That would be as a cog in the machine - whether a minor one or an important one. A mission arc or narrative that makes you part of a research or manufacturing enterprise, in your pilot role, would work fine. A prototype or enhanced module could be a reward, or a discounted purchase.
 
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I pretty much hate any sort of crafting element in other games I've played. Collecting all the parts annoys me, as does trying to work out how they fit together. Probably part of it is that it usually doesn't make much real-world sense. The green titanite shard ascends a weapon/shield to 'divine' status, which protects against spells, but can only be used if you've raised the level of the weapon/shield to +5.

However, I could see some value in offering bespoke item creation. Rather than buying a complete weapon package, you select the parts you want to combine, and pay for it to be fitted together. You could collect parts from factory outlets, or by stripping down off-the-shelf weapons. Maybe you picked up a mining laser, which is otherwise useless, but has a particularly good cooling-unit. You could strip that out and replace the one on your beam laser.

It's not something I'm desperate to see, but it could add some longevity to the game.
 
okay what about something like this as an alternative?

  1. If a player enjoys mining they will have to have something to do with the minerals they acquire from this.
  2. There are equipment foundries dotted around the universe where a library of blueprint parts are kept in storage.
  3. You have to have good standing with the corporation that holds these blueprints.
  4. To gain standing with a particular corporation you have to embark on jobs for them i.e. missions.
  5. Once you gain this standing they will put in a job order taking in your mined minerals as well as a token credit some.
  6. This way of upgrading your ship will be cheaper than buying the product directly off of the market but instead will be more time-consuming.
  7. You cannot ask for more than a handful of the same parts in one go which will mean it is not really crafting and this also fits in with the story line of elite with corporations owning the rights to produce items.
 

Robert Maynard

Volunteer Moderator
If the time involved in buying the blueprints, gathering the raw materials, delivering them to an out of the way refining / manufacturing asteroid and then waiting for the end product was sufficient then I see no problem with treating this type of manufacturing as some sort of mission where the reward is the item you set out to get - although random flaws in manufacturing may affect the performance of the item.

As there is no auction house, this could be workable.
 
The comment about blueprints expiring or impossible to copy? Aside from Eve, where do you get that being valid? This isn't Divx. Legal, licensed use is a whole different story. But to a Pirate or someone who has no other choice, most people are't going to care about the legalities.

Once a company has a blueprint, they can create the item as many times as they have supplies for. A blueprint doesn't degrade and is easily copied. It is not different than drafting plans being located at the county tax assessors' offices. D

A blueprint is like a book. Any method to convert it to electronic form will allow it to be maintained in perfect condition.

The difficult part I see is the non blueprinted portions that are necessary to create circuit boards. I don't know if anyone else has read the second book of Battlefield Earth by L. Ron Hubbard (not sure if he actually wrote that one), but it adds a nice twist to what you can learn and what must be passed on by someone who knows.

As my primary profession will be full time explorer, part time miner/salvager/trader I definitely see the advantage to be able to manufacture expendables from the raw materials that are found by way of mining and trading. It would not be enough to make a good living on, but it would easily be enough to manufacture repair parts and replenish ammo stores.

I never want to see a "skill tree" in the game. Elite is about a player's skills, not a character's...

Regardless, non commercial crafting is something I am looking forward to in the game. After all, there won't be a GunzRus in every system to replenish supplies while exploring in the middle of nowhere...
 
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