Hello all!
So I was thinking over the current situation of ED ( aka. the whole mile wide /inch deep argument ) and started coming up for ideas of how FD could make the game a bit more appealing to a wider audience, I ended up coming to a solution which I feel could possibly be viable.
The solution is a crafting system for players. (Before you all run down and denounce this in the replies, please at least hear me out on this.)
This would not be your typical crafting system, FD has made it clear that they are breaking the mold in terms of game design and probably will not go for leveling up skills and such.
This is how it would work:
The crafting is not actually done by the player, Instead it is done through the station interface (in high tech/ Industrial systems only) and supplied by the cargo in the hull of the currently selected ship. Players may "requisition " a certain Item be made from the components as well as pay a fee to have the Item made.
Many different Items can be crafted such as usable weapons or possibly other cargo units which then can be sold for profit at other stations.
All the different components can be acquired by adventuring out into the galaxy and actually playing the game in different ways,
For example:
A recipe may require raw materials which can only be found through mining. (or the more common ones bought in some stations)
This encourages trying out mining. (or trading if the player does not like mining.)
A recipe may require sub components which can be bought. ( but not at all stations; look around for new places to buy components)
This encourages both trading and exploration of other stations for needed materials. ( don't just stay in starting systems!)
Lastly, some components can only be acquired through combat. (bear with me here)
The ships of destroyed NPCs and players could sometimes drop parts from their broken weapons, hulls and modules. (random drop chance of type and quantity of components)
This of course encourages combat and can be done in both single player or open depending on the preference of the CMDR.
Lets say a basic pulse laser could be crafted (just an example for proof of concept)
Some pulse laser parts would need to be scavenged from destroying a ship (+? tons wrecked pulse laser parts)
it would require some specialized parts which could be bought from certain stations (+? tons of some sort of specialized parts)
Then... It would require some raw materials to put the thing together. (+# tons of different types of metals)
The crafting Itself would be done through the station interface; Bring the components and the construction fee and after a couple of minutes waiting...
DONE!
The completed Item could then be either equipped to the ship or stored in the cargo bay for transfer to another CMDR ( payment would depend on their preferences)
So, Quick recap:
Bring components and credits for construction fee to a station which supports crafting and make the requisition. ( fee and timer dependent on station reputation)( timer could be tracked similarly to missions... don't have to wait in station for it to be built)
Crafting system which is viable for both open play and single player.
Encourages CMDRs to try all professions (or find other ways to acquire parts)
Encourages CMDRs to go and explore the galaxy.
Creates a Player driven Economy which is not completely OP or overly grindy ( also makes for sweet personal goals which incentivises players to stay with the game for longer)
Encourages player interactions and adds other ways to play the game.
Thank you for your time, I hope this makes sense... English is not my first language after all.
If you think about it, A lot of the basic code is already there to make this work!
P.s Maybe the crafted Items could be sold between players on a sort of galnet hosted auction house... love to see that sort of "stock market esque" dynamic in this game. (commodity market v.s Galnet market could be like vendor V.s AH... jus sayin)
So I was thinking over the current situation of ED ( aka. the whole mile wide /inch deep argument ) and started coming up for ideas of how FD could make the game a bit more appealing to a wider audience, I ended up coming to a solution which I feel could possibly be viable.
The solution is a crafting system for players. (Before you all run down and denounce this in the replies, please at least hear me out on this.)
This would not be your typical crafting system, FD has made it clear that they are breaking the mold in terms of game design and probably will not go for leveling up skills and such.
This is how it would work:
The crafting is not actually done by the player, Instead it is done through the station interface (in high tech/ Industrial systems only) and supplied by the cargo in the hull of the currently selected ship. Players may "requisition " a certain Item be made from the components as well as pay a fee to have the Item made.
Many different Items can be crafted such as usable weapons or possibly other cargo units which then can be sold for profit at other stations.
All the different components can be acquired by adventuring out into the galaxy and actually playing the game in different ways,
For example:
A recipe may require raw materials which can only be found through mining. (or the more common ones bought in some stations)
This encourages trying out mining. (or trading if the player does not like mining.)
A recipe may require sub components which can be bought. ( but not at all stations; look around for new places to buy components)
This encourages both trading and exploration of other stations for needed materials. ( don't just stay in starting systems!)
Lastly, some components can only be acquired through combat. (bear with me here)
The ships of destroyed NPCs and players could sometimes drop parts from their broken weapons, hulls and modules. (random drop chance of type and quantity of components)
This of course encourages combat and can be done in both single player or open depending on the preference of the CMDR.
Lets say a basic pulse laser could be crafted (just an example for proof of concept)
Some pulse laser parts would need to be scavenged from destroying a ship (+? tons wrecked pulse laser parts)
it would require some specialized parts which could be bought from certain stations (+? tons of some sort of specialized parts)
Then... It would require some raw materials to put the thing together. (+# tons of different types of metals)
The crafting Itself would be done through the station interface; Bring the components and the construction fee and after a couple of minutes waiting...
DONE!
The completed Item could then be either equipped to the ship or stored in the cargo bay for transfer to another CMDR ( payment would depend on their preferences)
So, Quick recap:
Bring components and credits for construction fee to a station which supports crafting and make the requisition. ( fee and timer dependent on station reputation)( timer could be tracked similarly to missions... don't have to wait in station for it to be built)
Crafting system which is viable for both open play and single player.
Encourages CMDRs to try all professions (or find other ways to acquire parts)
Encourages CMDRs to go and explore the galaxy.
Creates a Player driven Economy which is not completely OP or overly grindy ( also makes for sweet personal goals which incentivises players to stay with the game for longer)
Encourages player interactions and adds other ways to play the game.
Thank you for your time, I hope this makes sense... English is not my first language after all.
If you think about it, A lot of the basic code is already there to make this work!
P.s Maybe the crafted Items could be sold between players on a sort of galnet hosted auction house... love to see that sort of "stock market esque" dynamic in this game. (commodity market v.s Galnet market could be like vendor V.s AH... jus sayin)
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