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Originally Posted by Mantis
Crafting is a bad idea. Why? Because this is a FPS.
Having crafting would imply a lot of things that would make an FPS suck.
Number one, it would imply that you needed something that had to be crafted. (Without a NEED for crafted items , crafting is pointless)
This means that you either have to 1) spend time crafting or 2) Spend time finding someone to craft stuff for you or 3) Spend time and money trading for crafted items.
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1) yes, 'I' will spend time crafting, and I'll enjoy it, what does that have to do with you? go kill some mutants. 2) don't have to. If you want, I'll stay in the guildhall or something, surrounded by piles of junk,parts,modules and scavaged items and in the corner weapons and items ready for use. 3) There WILL be NPC-shops so you'll be spending time and mony on items anyway, crafted or not makes no difference.
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Originally Posted by Mantis
Number two it would mean that there would be superior / rare items that would make "uber items" more valuable than skill.
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no it doesn't.
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Originally Posted by Mantis
The "support" type skills should not be crafting but should be things like field medic, field repairs, communications etc... Things that actually matter on the battlefield.
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I agree on those roles, I just want to expand the role with the creation of items. I don't care if they are just standard items.
What if stuff wore down to the point of breakage? or parts of an item broke? it's a standard weapon, expensive and you just broke its 'wiggemejig'. I'd like to see 'wiggemejigs' for sale in the npc-shop... or in the trunk of a grouped engineer ON THE BATTLEFIELD.
It's like repairing a mech in PlanetSide while bullets fly around. And also like jacking an enemy vehicle, except you steal part of it, and the vehicle is blown up.
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Originally Posted by Apoxide
Resource farming is not fun. People don't play games to pick shit off the ground.
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Actually, I played 'a tale in the desert' and found it to be quite fun. go figure.
That's my only reply for you cause all your other statements hold ground. I agree with em although it hasn't changed my mind. It HAS given me better understanding on why crafting is considered bad for the game. This allows me to change my own wishes ( weather or not they come true ) so that it fits the gameplay you have in mind.
So drop the whole uber craftable-weapon / modification argument, crafting for repair and mobile service SEEMS more compatible with current view of the game.
I see the role of the crafter as that of a PlanetSide Combat Engineer. creating/placing mines, turrets, sensors, repairing turrets, and driving long distances in an 'ant' to keep the base powered. Only, instead of pulling this stuff (and more) from a console, I suggest creating it himself. In PlanetSide, you often find destroyed vehicles. What if you could salvage parts of it to repair broken parts of your own team's tank? Keep resource consumption low on your own side to 'finance' the battle longer then the enemy can. While they have to send someone to get the stuff from some terminal, you can stay put because you're using a crank-shaft someone ripped from an enemy tank.
(typed on a tiny pda)