Posts Tagged ‘Crafting’

Thinking About: Empire +crafting

March 9, 2010 1 comment

The next phase of crafting – besides expanding on the fundamental types of weapons (I’ve got to add projectile, edged, bombs, etc.) and continuing the replacement of items from the other games where practical – will take things in a new direction as we start rolling out the Saga Rewards system.

I’ve always been a proponent of the idea that OtherSpace needs around-the-clock activities for players. In the past, that amounted to the concept of a trade system, which saw players flying from Point A to Point B to pick up cargo to sell for a profit. This was always pretty easy to exploit to raise individual wealth to ridiculous levels.

Now, though, I’m leaning more toward a system that doesn’t require knowledge or use of HSpace but does require Roleplaying Point and Saga Point investment from players and expands on an existing coded system so that players don’t have to learn a whole new interface to participate: Crafting.

An offshoot of the new crafting system philosophy – where modified versions of basic weapons and armor are created using Action Cards as components – I’m planning a system that will use Event Cards as components, with starship and planet objects (acquired with Saga Points) serving as equipment for the crafting of goods that can be sold to NPC vendors.

With this system, players will have the opportunity to build their own worlds, using +craft/desc and the Wiki to flesh out their vision. They’ll also be able to amass fleets of freighters without having to clutter the grid with extra rooms or satisfying pre-requisite crew numbers to get an actual HSpace vessel. However, if someone gets at least one starship object with Saga Reward points or as a Veteran Reward, they’ll be eligible to have a starship on the grid if they want it.

The goals with this system will be as follows:

1) Provide an around-the-clock activity that’s profitable but requires an investment of RPP and Saga Points
2) Create another mode for players to build their own worlds and generate their own lore on OtherSpace
3) Expand the utility of the crafting system


Introducing OtherSpace Crafting System 5.00

March 6, 2010 Leave a comment

The new and improved crafting system on OtherSpace is now active, with craftable gear in the categories of Clothing, Energy Weapons, Electronics, Synthsteel Armor, Energy Armor, Refraction Armor, Nanokev Armor, and Smartsuit Armor.

What’s new?

* Armor crafting includes the ability to make full suits. Those suits can be modified to be tougher, sleeker, or armed with shoulder-mounted lasers, wrist lasers, or jetpacks.
* There’s no single Armorcrafting skill. Tailoring handles most types of armor, while others are covered by Metalworking or Electronics.
* Higher-tier items require the investment of an action card acquired with RPP as a component.
* Different types of armor have distinct strengths and weaknesses. Some are useful against projectile and edged weapons, but not much better than cloth against an energy weapon.

What’s improved?

* We’ve done away with craftlevels. Instead, you must have a minimum amount of skill on your +sheet to craft certain items. Most base-level armor, for example, requires Tailoring of at least Good.
* We’ve eliminated a lot of intermediary gear and components that weren’t being used. Instead, the focus is on providing items that are worth having. Base-level armor might not be as appealing as higher-tier items, but that base-level armor is required as components to make those higher-tier items.

What’s next?

* We’re going to start taking the crafting system in some interesting directions, adding categories for lawyers, for example, to +craft a legal victory, which they can then turn around and sell as a means of gaining income. Our goal will be to set up methods for characters from many different walks of life to use the +crafting system to make money (and eventually wean everyone off of the Comorro welfare system).
* Besides expanding the existing catalog of craftable items, we’ll be adding a new library of armor, weapons, and gadgets that can be acquired with Saga Points. These points can be earned passively over time once that new system is installed, or can be more quickly acquired by contributing to the MUSH via PayPal at ($1 per 100 Saga Points).

Looking Ahead: Crafting on OtherSpace

January 23, 2010 3 comments

The crafting system on OtherSpace is about to get a massive overhaul.

And, by overhaul, I mean – well, a full rewrite for all intents and purposes.

First, we’re setting up parent objects for all craftable items in an SQL database rather than using MUSH objects. What does this mean to the average player? Not much. For staffers, though, it will make it much easier for us to set up and modify new craftable items. It means less clutter in the MUSH object database. And it allows us to streamline the coded infrastructure behind all the crafting commands – something Colchek has been working on for the past several weeks.

Second, we’re eliminating the concept of craftlevels and item grinding. You won’t have to reach certain numerical thresholds to open access to craftable items and you won’t have to waste crafting minutes making lesser items to get to what you want to make. Instead, whether you can craft an item will be determined by your level of skill in the craft (Fair, Good, Great, etc.) and the number of crafting minutes you’ve got.

Third, we’ll have baseline weapons and armor that just about anyone can make, but more advanced versions will require certain Action Cards or Event Cards as components. For example, you might have a standard Pulse Pistol. If you’ve got Great skill and a Tier 3 Miracle Worker card, perhaps you can turn that into a Boosted Pulse Pistol, increasing the ODF.

Colchek is fairly close to finishing the code work. I’ll be moving in next to start populating the database with new items. Phase I will be all current Action Cards, Event Cards, and Veteran Rewards. Phase II will be the new Weapons, Armor, and Gadgets. Phase III will be more advanced stuff related to starship construction and colonization efforts.

We may need to replace items that are currently in your +inventory, so be sure to make note of what you’ve got before anything changes.