Jump to content

Crafting Yay or nay?


  • You cannot reply to this topic
98 replies to this topic

Poll: Crafting (196 member(s) have cast votes)

Would you like crafting to be implemented?

  1. Yes (60 votes [30.61%])

    Percentage of vote: 30.61%

  2. No (120 votes [61.22%])

    Percentage of vote: 61.22%

  3. Other. (Please explain) (16 votes [8.16%])

    Percentage of vote: 8.16%

Vote Guests cannot vote

#81 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 10 December 2011 - 02:05 PM

View PostVYCanis, on 10 December 2011 - 01:46 PM, said:

yeah i'm not advocating making fully functional ultra ac 20s the hell out of nowhere out of random junk, or turning piles of scrap into er lasers, nothing like that.

Mostly just having a in between missions means of recreating that jury-rigged cheap stuff to fill in the gaps, feel. And unless you invest in some triple A+ tech crew (assuming you can hire and fire techs kinda like how MW2 mercs let you hire wingmen) anything you make will be subpar to production grade stuff.

Binary lasers for example, fluff-wise IIRC were some drunk tech's crazy idea. "Hey check it out, imma gonna rig these 2 large lasers together"
1 shot Rocket launchers were made mainly because some factions are so poor and RLs are so easy to make any kid could do it.

Might even be interesting if you have to actually buy tons of armor to replace destroyed armor. And if you don't have enough handy, you might just have to smelt down random scrap to cast out panels of primitive grade armor to hold you over till you can afford proper repairs.

Also fixing up certain types of equipment by cannibalizing other equipment.

I mean fictionwise this kinda thing happened all the time in BT, and it might be a neat thing to have for players who want to get the most out of maximizing inventory. (hell its what lead to the original disappearance of beagle active probes, since techs kept jury rigging repairs onto them with whatever they had on hand or cannibalizing probes from other units, that after a few succession wars and a few destroyed factories, there were no intact beagle probes left)

It is a neat way, i think, assuming players have to repair and stuff between missions to get the feel of being tight with their money or simply being poor. What? pay for a new one? No no no, I'm just going to settle for cannibalizing every ounce of trash i can find to keep this thing running in its present state and save myself a few c-bills


Totally doable. Even have a Junk dealer that you can ask to try and find certain items for you. I am not sure many would want to create inferior stuff just for #$its and giggles but one never knows. I have played games with full economies and some folks were happy to just build widgets and sell them to whomever needed them. Takes all kinds right. :P

#82 VYCanis

    Member

  • PipPipPipPipPipPipPip
  • 597 posts

Posted 10 December 2011 - 02:26 PM

Well, lets also not forget. Considering the amount of Urbie lovers, there's probably a few people that would get a kick out of deliberately going into a fight with the junkiest grade equipment possible, either for $hits and giggles, or for the high potential profit margin

Some people just like to go orky.

#83 Tweaks

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 959 posts
  • LocationLaval, Quebec, Canada

Posted 10 December 2011 - 02:36 PM

MWO is not a MMO... I don't think crafting has its place.

#84 Kresten Youngblood

    Member

  • PipPip
  • 36 posts

Posted 10 December 2011 - 02:54 PM

I could see a way for this to fit into the game. If a pilot becomes depossesed they could spend some time working to gather some funds to pay toward the new ride and be able to customize the noob mech that they get. This would help with the time and maybe a wepon system for the stock mech.

#85 Omigir

    Can I have a hug? :(

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,800 posts
  • LocationVa

Posted 10 December 2011 - 05:51 PM

Crafting items, No.
Improving items, maybe.
Rep/Fit/Paint items or meachs, Most def!
otherwise, manufacturing items is a little harder then a merc unit is going to really be able to do i think. this isnt a hardly shop and biking club HQ after all.
and if your wondering 'but some bike shops do' well then think of a military hanger. I have never been on a ship or in a hanger bay where they build weapons or parts to maintain the aircraft or vehicles. not without it falling out fo the sky or sinking once it splashes off the back of the ship.

#86 guardian wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 1,965 posts
  • LocationOn Barcelona where the crap is about to hit the fan.

Posted 12 December 2011 - 10:41 AM

I think that unless you have a manufactoring facility, (aka you are more of a merchant) you should almost never be able to produce production grade equipment. Now there could be a perk to go with the Wolf Dragoons that negates that, as they have a mobile factory ship. I think that VYCanis actually has a cool idea, you can do jury rigged repairs, and cannibalize other equipment, so that you could keep repairing stuff, but it should never be "as good as new" jury rigging. That and the more you repair stuff, it should gradually get more and more irrepairable

#87 EDMW CSN

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,073 posts
  • LocationOutreach

Posted 12 December 2011 - 11:39 AM

If you gonna allow crafting, you better allow salvaging which means permanent destruction.
The only way this is going to work is when players pick up components from somewhere.

And for an F2P PvP game, this means someone's mech.

#88 Ran Ito

    Member

  • PipPipPip
  • Bridesmaid
  • 59 posts
  • Locationat the fly spot where they got the champagne

Posted 12 December 2011 - 11:48 AM

I went with "other".

Would be nice to add flavor, at a later time. For now I'd hope the devs will concentrate on a solid core game experience.

#89 The Basilisk

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,270 posts
  • LocationFrankfurt a.M.

Posted 12 December 2011 - 11:53 AM

Classical crafting like in WoW or in STO or other comparable MMOs would be an absolute no go in the Battletech universe.
One possibillity would be Mech customisation by *crafting*. The normal IS Mechs are highly integrated systems that aren't easy to modify. By some kind of crafting system it would be imaginable to modify the Mechs chassis to hold other Weapons loadout, even other engines, electronics, jumpjets, armor or Heatsinks.

But crafting equipment for Mechs NEVER EVER

#90 feor

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCanada

Posted 12 December 2011 - 05:49 PM

View PostThe Basilisk, on 12 December 2011 - 11:53 AM, said:

Classical crafting like in WoW or in STO or other comparable MMOs would be an absolute no go in the Battletech universe.
One possibillity would be Mech customisation by *crafting*. The normal IS Mechs are highly integrated systems that aren't easy to modify. By some kind of crafting system it would be imaginable to modify the Mechs chassis to hold other Weapons loadout, even other engines, electronics, jumpjets, armor or Heatsinks.

But crafting equipment for Mechs NEVER EVER

I don't know about "NEVER EVER" I think it's just a matter of context.

Say you wanted an ERLarge laser. The recipe for that is something like: 2tons Energy Weapon Salvage + 3tons Advanced Energy Weapon Salvage = 1 ERLarge laser.

So you gather that up, and you "craft" your laser by shipping it off to a weapons factory along with a handling fee, and they ship you back the finished weapon a period of time later. Leveling up whatever they call the sill associate with that gives you access to more impressive manufacturers (say you start with "Earnest Ernies Explosives Emporium" and eventually "level up" to working with NAIS, Defiance Industries, Luthien Armor Works, etc.), faster turn around times (preferential treatment for a regular customer), and lower fees. Eventually you might even get to where you can start making some of it "in house" with your company tech and avoid the fees all together.

So it's crafting, it works like crafting, you get new bits for your mech, but by putting it in the context that someone else is doing all the work, your guy gets to stay as a mechwarrior buying new stuff for his mech. he just happens to be getting a deep discount for providing most fo the parts to build the gear.

#91 PewPew

    Member

  • PipPipPipPipPipPip
  • 403 posts
  • LocationUS - East

Posted 12 December 2011 - 07:34 PM

Shud dis gaem have pets dat can fight for you yes or no?

#92 VYCanis

    Member

  • PipPipPipPipPipPipPip
  • 597 posts

Posted 12 December 2011 - 07:54 PM

depends, would tanks count as pets?

#93 Todd O Connor

    Member

  • PipPip
  • 26 posts
  • LocationLivonia Michigan

Posted 12 December 2011 - 08:23 PM

I've done crafting in a lot of games and what I've found is that it takes away from what the game is supposed to be, and then it degenerates into half the players wanna craft and get rich rather than do the questing stuff. In auto assault you could craft your own stuff, but it was such a pain getting all the salvage and ingredients. Then you've got certain trees you have to master to get to where you can make the good stuff, and as I understand it they want this game to be fast paced shooter type game as opposed to a rpg. In addition I'm tired of those people who are constantly spamming the chat channels with WTB! WTS! and hope that that won't be a part of this game. I'm all for rounding out your skills with piloting, gunnery and mechanic being in the trees but let's leave the merchant caste where they belong in the dropships :)

Todd O'Connor
11th Atrean Dragoons
Calloway VI
3048/12/12

#94 Tannhauser Gate

    Member

  • PipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 1,302 posts
  • LocationAttack ship off the Shoulder of Orion

Posted 12 December 2011 - 08:50 PM

Abso-F-ing No.

In the context of "Hey I can make my ERLL 50% better because I extracted certain chemicals that allow for blah blah" is a stupid game-killing BT-offending suggestion.

In the context of "I make ERLLS because I trade in parts and build them and sell using schematics for a MWO economy" is also offensive. This isnt one of 50 dozen grinding and crafting games. Keep that poo away from BT.

In the context of "My ERLL is damaged and unusable so Im going to effect a field repair on it that will make it work again but also reduce its affectiveness by %50 permanently until I can replace it." is slightly less offensive and doesnt involve grinding, parts economies, nor crafting your own unique system.

Crafting, imo, if even allowed should be limited to improvised, ad hoc, jury rigged repairs or traps or something like that. Craft should not be "Oh I crafted a + %50 ERLL and Ima sell it" because then we will have a game steeped in crafted non-canon bullpoo.

Abso-F-ing No

#95 feor

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCanada

Posted 12 December 2011 - 09:40 PM

Quote

In the context of "I make ERLLS because I trade in parts and build them and sell using schematics for a MWO economy" is also offensive. This isnt one of 50 dozen grinding and crafting games. Keep that poo away from BT.


Well, then I guess we should kill salvage all together. I mean, really, if being able to turn salvage into a laser which you could then sell is so offensive, the idea of just getting the laser directly off of the downed mech and then selling it directly takes even less effort and is obviously a greater affront. :)

#96 Tannhauser Gate

    Member

  • PipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 1,302 posts
  • LocationAttack ship off the Shoulder of Orion

Posted 12 December 2011 - 09:51 PM

@ Feor

Na, Im fine with salvage, awarded salvage, or even a market for it but I dont want crafting, grinding for parts or an economy system other than what supports a realistic combat-centric game. The canonical weapons in game should be the top level. Crafting, at most, might be repairs on damaged weapons with permanent reduced effectiveness. I dont want crafting that creates weapons or systems, or any thing better than the canon.

#97 VYCanis

    Member

  • PipPipPipPipPipPipPip
  • 597 posts

Posted 12 December 2011 - 10:01 PM

yeah, if any tom d!ck and larry can turn garbage into gold, or sell stuff thats better than the normal stuff, the economy pretty much gets screwed.

And you'll have players acting like their own weapons dealers

"crafting" should more keep to the spirit of duct tape and spot welding

Edited by VYCanis, 12 December 2011 - 10:01 PM.


#98 Zendric

    Member

  • PipPipPipPipPipPip
  • 206 posts

Posted 13 December 2011 - 05:16 AM

Neigh!

I dont see how it could be implemented properly, and also doesnt fit within the universe.

#99 feor

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCanada

Posted 13 December 2011 - 02:28 PM

View Postlakedaemon, on 12 December 2011 - 09:51 PM, said:

@ Feor

Na, Im fine with salvage, awarded salvage, or even a market for it but I dont want crafting, grinding for parts or an economy system other than what supports a realistic combat-centric game. The canonical weapons in game should be the top level. Crafting, at most, might be repairs on damaged weapons with permanent reduced effectiveness. I dont want crafting that creates weapons or systems, or any thing better than the canon.


There will be a player run economy though. If players can turn their time (i.e. going on on the field and salvaging downed enemies) into product (salvaged equipment) and sell it to other players than they will, and there will be an economy that comes from it.

My proposal is to throttle that back a bit by having salvage of fully functional equipment being the exception rather than the norm, and you instead have to have a company make you equipment.

Now, just to clear up some confusion: I'm not suggesting that what you craft should be any different from what you could buy new from the same company. It is literally you're just getting a discount on this equipment because you're providing the materials to build it.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users