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Crafting
#10
I think there are elements of the SWG crafting system where you had to hunt for minerals with the correct (and high quality) attributes. You then had to set out collectors for it.

You then made a schematic that was only good for as long as you had that specific combination of minerals. The higher quality the mineral combination, the better quality the result.

Unlike other games where you just find a node of Iron, in SWG all iron wasn't identical. It had attributes -- I don't remember exactly what they were but for example iron might have 356 malleability, 435 strength, 938 conductivity.

Using that particular iron would give you better damage (high conductivity) in a laser but your chances of success in crafting would be low (low malleability) and the durability would be average (strength).

That item then degraded over time and had to be replaced. That specific Iron(356/435/938) would not be available forever so you would only be able to use that schematic for a period of time.

Now combine this with the skill level of the crafter. Take elements from the Eve system with research and training and skill levels for certain type activities. You then have the basis for a very dynamic crafting system. I do like Slamz's idea of skill areas that don't tie you just to weapons, but to anything that uses 'gears' in them.

Now you have a sustainable crafting system that isn't all about whoever can grind it up first. You have a system where yes, quality 10 is better than quality 1 but finding quality 10 isn't automatic, even if you've been crafting longer. You have the basis for PvP. You need to find the mineral areas (which are random and deplete), then defend your harvestors. The reward is you have access to better gear.

Too many games to fit in signature....
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