Syntax-Error
23-12-03, 18:54
Right now. i have to say NC has one of the worst tradeskill systems ive seen. Its unrewarding. boring and mostly its limited.
Currently there are only two real tradeskills worth talking about:
CST (construction) : Takes a large ammount of time. alot of money. quite a lot of specialization , The outcome of the weapon. while based on points for quality. slots are random (since when was skill random o_O )
RES (research) : Take a LONG time. boring, unrewarding. low XP. huge timesink with no real benifit. can still end up costing quite a bit.
Repair - i cant see much of a problem. but then ive never been one. so other people comment?
There is also barter. underused and frankly needs a bit of tweaking.
Then there is Recycle. Good for making ammo and booster. else pointless.
Salavage - Useless tbh
There you have the current system.. leave alot to be desired
Now. i dont have a magic fix. a perfect system. a wonderful new idea. but i have a collection of my own ideas and other peoples ideas (some of these may conflict, but that will give several options)
CST : This should be based more on skill. raise the cap some. remove slots totally replace with a system as follows
Use the same type of mods. but instead of a quick job they will require large ammounts of skill and a longer process time to add. any mod can be added but each gives + and - .
Skill can effect the + and - ammount (one idea, others dont like that one)
Allow as many mods as you like. but the more mods you have the harder to add a new mod it will be. with a risk of destroying the mod. and even the weapon. (another some like some dont)
Mods wont be sold at a shop like they are now. they will need several parts to be made , with ammo mods taking the most. they will need to be constructed to be used. then added to the weapon.
the weapon can only have certain types of ammo mod at once. (such as fire and explosive , but then cant have X-ray ect)
RES :
Not much i can think to make this once good. i just plain cant think of a way. anyone with idea please post below. one thing i have had suggested is the avilbility of a machine (at OP . maybe purchased) that can be programmed (using the RES's Skill level) to produce batches of Datacubes whilever the reser is in the area.
REP : No problems myself. others please comment
REC: Needs alot of work. right now its good for having a few points in. how about making the salvage skill usefull. making you able to de-construct a weapon into base parts. or remove mods once added
BAR : Works well with enough points, just a little tweak on how much is needed to get so much off.
Even with all this, i see the system as very limited compaired to others. there are so few path's to choose a few more skills wouldnt go amiss
ACH (architect) : Has a tool available that can spawn certain parts (inside APPs) and has the ability to move them. the items avilable and the cost of spawning (building) aswell as the time to spawn would be effected by this skill. Got this idea From player architect's in Ultima Online.
CHM (Chemist) : Using raw materials can produce many of the drugs available (perhaps add a few more that do other wiered but fun stuff) This would give a real drugs trade feel to the world allowing for a drug trade to start up. have the sale of drugs illegal and the use of the skill getting you shot cops. maybe the use of the drugs doing the same (Hey im just dreaming.. right :D )
Please keep it clean. keep it civil. and post your ideas below. if you dont like some. say so. but please say why.
Currently there are only two real tradeskills worth talking about:
CST (construction) : Takes a large ammount of time. alot of money. quite a lot of specialization , The outcome of the weapon. while based on points for quality. slots are random (since when was skill random o_O )
RES (research) : Take a LONG time. boring, unrewarding. low XP. huge timesink with no real benifit. can still end up costing quite a bit.
Repair - i cant see much of a problem. but then ive never been one. so other people comment?
There is also barter. underused and frankly needs a bit of tweaking.
Then there is Recycle. Good for making ammo and booster. else pointless.
Salavage - Useless tbh
There you have the current system.. leave alot to be desired
Now. i dont have a magic fix. a perfect system. a wonderful new idea. but i have a collection of my own ideas and other peoples ideas (some of these may conflict, but that will give several options)
CST : This should be based more on skill. raise the cap some. remove slots totally replace with a system as follows
Use the same type of mods. but instead of a quick job they will require large ammounts of skill and a longer process time to add. any mod can be added but each gives + and - .
Skill can effect the + and - ammount (one idea, others dont like that one)
Allow as many mods as you like. but the more mods you have the harder to add a new mod it will be. with a risk of destroying the mod. and even the weapon. (another some like some dont)
Mods wont be sold at a shop like they are now. they will need several parts to be made , with ammo mods taking the most. they will need to be constructed to be used. then added to the weapon.
the weapon can only have certain types of ammo mod at once. (such as fire and explosive , but then cant have X-ray ect)
RES :
Not much i can think to make this once good. i just plain cant think of a way. anyone with idea please post below. one thing i have had suggested is the avilbility of a machine (at OP . maybe purchased) that can be programmed (using the RES's Skill level) to produce batches of Datacubes whilever the reser is in the area.
REP : No problems myself. others please comment
REC: Needs alot of work. right now its good for having a few points in. how about making the salvage skill usefull. making you able to de-construct a weapon into base parts. or remove mods once added
BAR : Works well with enough points, just a little tweak on how much is needed to get so much off.
Even with all this, i see the system as very limited compaired to others. there are so few path's to choose a few more skills wouldnt go amiss
ACH (architect) : Has a tool available that can spawn certain parts (inside APPs) and has the ability to move them. the items avilable and the cost of spawning (building) aswell as the time to spawn would be effected by this skill. Got this idea From player architect's in Ultima Online.
CHM (Chemist) : Using raw materials can produce many of the drugs available (perhaps add a few more that do other wiered but fun stuff) This would give a real drugs trade feel to the world allowing for a drug trade to start up. have the sale of drugs illegal and the use of the skill getting you shot cops. maybe the use of the drugs doing the same (Hey im just dreaming.. right :D )
Please keep it clean. keep it civil. and post your ideas below. if you dont like some. say so. but please say why.