Idea for the game... :D

Hi,

i'm fairly new to the ED universe, However I have been a gamer for many many years and can notice certain.... niche'.
I gather this game is sandbox, How ever it is missing a certain crucial aspect possibly pointed out in many a post.

Crafting... However my suggestion is not in the traditional sense, and may go hand in hand with this game type.

This game needs something to make mining and trading worth while and not just credits, certain people are getting bored with the lack of diversity.
Mining while its good in itself ( for some) its fairly fruitless, wouldn't it be better to allow for something to be done with all those different types of ore?
Trading A great time waster and fairly good credit maker, but that's all it is... there is no player driven market that should be apparent in a sandbox.

What I suggest is something that will put the market and ores to use, Player created ships,
what if we could have tools to design our own ships whilst still being based off current in game ships so as to not make them over powered.

For example you'd start with an Eagle framework and could mold that ship into something else of similar size but with the same eagle parts?

This then allow for some more variety in ships, While still allowing Devs control over them and able to release new ships. But will bring meaning to mining an trading for parts, to make your very own ship of awesomeness.

Wouldn't that be something for everyone?

This would therefore create a community or traders and miners and builders.

This could possibly lead on to the creation of weapons, And possibly even creation of whole new ships within boundaries.

My 2 cents. :)

CMDR Laranoye
 
Mike Evans said:
Yeah pretty much. But applied to other modules* too. We have a whole system of essentially "crafting" them* from various resources and the like ;) or finding them in wrecks but it's a lot of work and will take a while I suspect.

It's quite clear IMO.
 
It's quite clear IMO.

Ok, so 'we' (FD) have a whole system of 'essentially' crafting them. Could easily mean that crafting of modules is basically carried out by the background simulation by using resources also produced in the background simulation or repairing modules found in wrecks carried out by the background simulation. You see, without the context the quote came from it doesn't really mean anything. What was the question Mike Evans was responding to? I'm not saying it WASN'T player crafting, but that reply can support more than one argument.
 
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Actually a good idea, would be handy for explorers.
We could hunt down resources when in far flung corners of the universe to craft replacement parts for damaged systems etc.
 
See mining and trading to me are ways to make money to buy a bigger gun so i dont see them as a waste
.
Mind you would be nice to see a method of taking ore from an extraction through a refinery (where you have to pay for it to be refined) to an industrial (where you pay for it to be turned into parts) and then to a high tech where you pay for it to be turned into a module- type and rating determines what mineral or metal you need and quantity.
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I woudl see it as a 75% saving so you could get a 1M Cr laser for 750k once you have the materials and have processed it (but if you mine it you can save another 100k)
 
Sorry, but without context the quote is too ambiguous. It could be taken to mean anything.

It's quite clear IMO.

I'm afraid I agree with Joe Spivey. The phrase "applied to other modules" is unclear as to who applies it. Knowing what the developers have stated in the past regarding crafting I took that announcement from Mike Evans to be similar to how they can 'craft' stations from separate modules to make different designs.

I believe it will be NPC's crafting the modules and we'll only just be able to buy they from a specific outfitter.
 
I like the idea of salvaging weapons/modules from wreckage found in USS's that have special properties/abilities. i.e. weapons with higher fire rate or lower power consumption etc (I know they were about in Beta but were removed because they broke the game saves)

However, I am not bothered about crafting and making my own stuff because that isn't really what a space flight simulation is about.
 
Ok, so 'we' (FD) have a whole system of 'essentially' crafting them. Could easily mean that crafting of modules is basically carried out by the background simulation by using resources also produced in the background simulation or repairing modules found in wrecks carried out by the background simulation. You see, without the context the quote came from it doesn't really mean anything. What was the question Mike Evans was responding to? I'm not saying it WASN'T player crafting, but that reply can support more than one argument.

Well i'm not sure that is about player crafting at all in fact... i cant find anything else about any crafting.
I added a link to the thread in my post, though you could have used the "see post" icon.

But yes it would be inderectly, not a la minecraft or something like that.
 
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I believe it will be NPC's crafting the modules and we'll only just be able to buy they from a specific outfitter.

I think you're close, I can't find the thread in question, but I believe Mike Evans went on to say that by 'crafting' he means that you take an item or a commodity to particular station where they craft it in something else. So you'd mine rare mineral 'x' and take it to Facece to have it crafted into a military/overcharged shield booster, or you'd locate the wreck of an INRA ship from the First Human/Thargoid war and you're able to salvage the long range FSD if you find the right outfitters.
 
where did they go are they still in game ive been looking in multiple high tech systems now and i have yet to see them and have not seen them in months did the devs remove them from the game?
The variant weapons were removed because they were breaking the system that distributes modules in outfitting across systems unfortunately. To keep from breaking players saves however those with them get to keep them so long as they never sell or lose them after death. However in future we have an updated system for creating a more procedural variants for modules that will do the same thing as these hard coded weapons.
Might have this wrong but when you say procedural variant weapons is that like the random weapons in say borderlands franchise?

Yeah pretty much. But applied to other modules too. We have a whole system of essentially "crafting" them from various resources and the like ;) or finding them in wrecks but it's a lot of work and will take a while I suspect.
So glad you are looking into a form of crafting.

It will add a lot more to Mining instead of just mining for the most expensive resource. :D
I sincerely hope this is not the case, and Mike means "crafting" from salvaged/purchased parts by visiting a weapons specialist or similiar.

It's more about earning special resources specifically for this system by doing various activities. Not just mine x resource and then use it to make a new weapon. It's more involved and deliberate.

That went a little further in the same thread.
 
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Maybe when we get plantary landings your be able to visit planet minecraft and make whatever you want.

Anyway crafting is sortof already in the game in terms of community events wereby you bring material to said given location to help in the construction / repair of whatever.

Once I find the Thariod homeworld (which I have convinced myself I will on one of these exploration trips) there will be massive community events to build system defences ahla starship troopers defence ring around earth. Everyone will need to chip in to protect their home systems. Mining will go through the roof with belts in populated space scooped dry of resources so players will be forced to mine in new systems far out into the void. The alien forces won't take to this well so they will begin attacking these belts. Players will be forced to team up to hunt down the resources required while fending off the alien threat.

Either contribute to the cause or watch your fav system fall.
 
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