Gear 3.0

The Mind

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One Trick Mind
Since we are on an active search for a way forward, would like to share my PoV. Wall inc...

Item for this example will be: LR-20

Limited path:
  1. Create a line of craftables LR-20
    1. Regular
    2. Adjusted
    3. Improved
    4. Modified
    5. Personal note: 6 types, including Augmented and Perfected might be too much due to how L BPs work, amount of resource crafter would need to stock, comps types, etc. Can even be reduced to just 3 types. Alternative path will be adressed in "New Attachments" section.
  2. Adjust craftable cost to the quality. Regular LR-20 will be crafted with cheapest mats. Adjusted will be a bit more expesive and so on.
  3. Adjust performance based on quality.

Unlimited path:

  1. Create a line of unlimited LR-20 with identical stats as L versions.
    1. Regular: Acquired via PROFESSION SPECIFIC event tokens.
      1. Personal note: this way of acquiring Regular version will be important in the "Transition" and "Pros" parts.
    2. Adjusted
    3. Improved
    4. Modified
  2. Upgrading:
    1. Item will be tiered 1-10 the same way it does rn.
      1. Price per tier will be adjusted taking into consideration that item has to be tiered 4 times 1-10 vs just 1 time it is rn (one per each quality).
        1. Personal note: it will fix the frustration with having to make exhuberant single investment per each tier, making it much more manageable and smooth.
      2. Time for tiering will be adjusted with the same logic.
        1. Personal note: it will fix the long standing frustration of last ticks per tier not moving for month giving people continuous sense of progression.
      3. Upon reaching tier 10, it will open an epic quest (or quest chain) that will culminate with killing specific rare/boss.
      4. After completing this quest, item will transition to Tier 0 of the next quality without any additional cost (due to all of prio investments).
Modular weaponry:
We need to find a way for UL users to participate in the economy. Otherwise we will end up in the same stagnation we are right now.
  1. It could be "mandatory", like making Unlimited weapons to be partially Limited, decaying based on activity. Those parts would be craftable.
  2. Or it could be "optional", where in theory you could skip them, but you want them in order to become as efficient as possible.

New attachments and customization:
Could be as solo standing, or a part of Modular weapon system.
Applied to both L and UL versions the same way. LIMITED CRAFTABLE attachments that will provide:
  1. Modifications:
    1. Utility:
      1. Change damage type.
      2. Resistance penetration.
      3. Elemental effects: slow (frost), electric (stun), poison (debilitation), fire (damage dot).
        1. Personal note: lesser effects only. Reserve stronger ones for MF chips.
      4. Any other that is not taken by enhancer types:
        1. Eco
        2. Damage
        3. Crit
        4. Range
    2. Cosmetic:
      1. Gun appearance
      2. Visual Effects
      3. Etc
    3. Personal note: We dont have to limit those attachments to just 1 per gun. Want multiple penetration? (holy shit that sounds wrong....) Want dark spiked sword with green particles? Just pay for it.
Transition:

Already existing tokens:
  1. Will be used to purchase regular UL weapons.
  2. Optional: might be used to buy UL versions of "New attachments" (only if not integrated into Modulars).
  3. Rest would be used to buy consumables.
  4. Personal note: make token transition as close to the current market value in order to preserve peoples investments.
Already existing Weapons:
  1. Derank Augmented and Perfected to corresponding max ranks if quality types were to shrink.
    1. Personal note: it sounds like something bad, but keep in mind that your weapon wont lose any competitivity inside the weapons ladder. It still will be either top or max quality rank with corresponding stats.
  2. Give current owners a choice
    1. They can preserve w/e quality type they have and this item will never progress in the future (LR-20 Adjusted will always stay as Adjusted)
    2. They can "unlock" this item with the following effects:
      1. Lose 1 rank of quality (LR-20 Adjusted will become LR-20 Regular)
      2. BUT it will acquire the option to join the same upgrade pathing as the rest of the "new" weapons (Eventually culminating in the Max rank).
      3. Tiers are to be preserved in case of "unlocking old item" in order to not punish people who spent resources on its tiering. (LR-20 Adjusted tier 5 will become LR-20 Regular Tier 5).
        1. Personal note: It might not cover all the difference vs new system, but it will be as close to a robust sollution as possible.
Pros:
  1. Can be implemented immediately.
  2. Aims to conserve current value of UL and tokens in between transition.
  3. Gives full freedom of choice over current and future assets. Dont want to keep tiering/quality improving? You can stop when you want.
  4. Universal: can be applied to all and every types of gear.
  5. Economy:
    1. Crafting:
      1. New and viable items to craft.
      2. Job for every level of profession, from rookies to uber crafters.
      3. Will help to clear all of unused craftable comps and give them purpose.
    2. Mining/Hunting:
      1. Increased consuption.
      2. Increased rarity of materials.
        1. Personal note: Srsly, Ignis at 125%, Redulite at 125%, hunting loot sub 105% are itching my ass.
  6. Gun users:
    1. Complete diversity of:
      1. Damage
      2. Utility
      3. Budget
      4. Level of investment
    2. Allows trying out any weapon in game with L version at a much more reasonable cost.
  7. General:
    1. Content for decades forward
    2. Epic upgrade missions
    3. Solo/group instances related with those upgrades
    4. Events stay relevant
    5. Resistances become an important part of gear management and encounter development, creating further diversity
    6. Ways to make the lore actually present and relevant
  8. Further development:
    1. You can implement interprofession cooperation even further:
      1. Limited BPs for guns and/or attachments purchased with Hunting/Mining loot/tokens.
        1. Personal note: instead/along side gizmo gamba.
      2. Introducing crafted parts to epic chains and tiering:
        1. Help burn even more resources.
  9. Edits:
    1. Added "Modular weaponry".
 
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We all want better DPP, better EFF, as a base weapon
we all want better looter and better defense (evader).
we all want to catchup to become stronger

so on top of that we can have missions that ALTER a UL Gun pretty much as it does SI System to ships
i imagine several "gun upgade tokens" each adding 1 to DPS and FIRE RATE, 0.5 EFF, 0.1 DPP, capping em all at a perfect equivalent to actual available maxumum (95% eff, 4 dpp, 85 fire rate, 150 dps) (i take twen eff, MM fire rate, bp130 corrected by max eff DPP, turrelion stable dps.
these should be "added" to each weapon making it unique and even adding name of forger as it caps a stat for ego boosting getting a special name on it
"NAMEOFPLAYER A&P Bp130 of perfection"

this will produce a steady flow of MU balancing items to put on the "upgrade token machine" and limiting each player to one craft per day (so who want to upgradae faster can "buy the craft service" from others, pretty much like actual VIAL filling for medusa backpack.
(i am not a genius this was the "artifact" system in WOW that made player farm day and night ... a 12m player game can give some nice hints...
 
Interesting concept. I think MA had something similar in mind when they announced the modular weapon system, but apparently that's been scrapped now.
 
mmm... Another solution for Starfinder and Pathfinder owners:

NCS (Name Change Service)... let's imagine a way to obtain materials to allow the name change of these ships, to equate them to the Motherships...

It could be, for example, "Starship XIV - Final Destiny"

Even the Quad Wing UL or the Arkadia Dropships...

And in the future, a reduced-cost version for Quad owners... Perhaps all of this isn't useful, just to please narcissists like me, but it would ensure some flow of materials and Peds...
 
Interesting concept. I think MA had something similar in mind when they announced the modular weapon system, but apparently that's been scrapped now.
Hm, yes, im missing a way for UL users to interract with the economy. Modular weaponry would be a good sollution to it.
 
Im sensing you feel UL gear owners do not interact with the economy? Most of the economy comes from mats farmed by those with UL, we burn and create the demand for enhancers and the materials required to click it, we create the drive for portable tt and repair kits, healing tools, chips, mind essence, most of the server runs on UL gear and are the great supplyers and consumers of items. We create buisness opportunitys for crafters to supply and for healers to get jobs, ship owners to ferry our fat loot asses around the galaxy.

So i say its quite evident that UL owners interact with the economy more so than anyone. We are the cyclers and pay our share of taxes ten fold
 
Im sensing you feel UL gear owners do not interact with the economy? Most of the economy comes from mats farmed by those with UL, we burn and create the demand for enhancers and the materials required to click it, we create the drive for portable tt and repair kits, healing tools, chips, mind essence, most of the server runs on UL gear and are the great supplyers and consumers of items. We create buisness opportunitys for crafters to supply and for healers to get jobs, ship owners to ferry our fat loot asses around the galaxy.

So i say its quite evident that UL owners interact with the economy more so than anyone. We are the cyclers and pay our share of taxes ten fold
After completing tiering process (which is, lets say, very poor portion of overall UL gears "life) there is very little/nothing that UL users do to participate in the economy.
Enhancers: most of Outputs and sockets are self farmed (even pyrite tbh).
Portable TT and repair kits: oh thats an interesting topic. How about we make ALL of UL gear, acquired via tokens (we dont include noob guns, like Bukins, to give rookies more freedom) to be reapired exclusively with craftable devices.
Healing tools and chips are a bait. Dont tell me people with 2.0 dont have UL gear for it (also, have you seen any of recent hunters? Lifesteal covers all of the damage, unless big spikes).
Mind essence, in short, is good.
We dont need to discuss this any further. We can open a stream of someone who uses UL gear and we have a look on how much participation they have, in the economy, while grinding. It will be barely anything to none.

Anyhow, i dont ask to UL users take the same toll in resource consuption as L will. But some better ways have to take place so we dont end up in the same stagnation we are rn.
 
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After completing tiering process (which is, lets say, very poor portion of overall UL gears "life) there is very little/nothing that UL users do to participate in the economy.
Enhancers: most of Outputs and sockets are self farmed (even pyrite tbh).
Portable TT and repair kits: oh thats an interesting topic. How about we make ALL of UL gear, acquired via tokens (we dont include noob guns, like Bukins, to give rookies more freedom) to be reapired exclusively with craftable devices.
Healing tools and chips are a bait. Dont tell me people with 2.0 dont have UL gear for it.
Mind essence, in short, is good.
We dont need to discuss this any further. We can open a stream of someone who uses UL gear and we have a look on how much participation they have, in the economy, while grinding. It will be 0 to none.
Is a joke, right?
First to own/buy/win a UL item/gear you need tons of peds to be able to have that.
Explain this to people who invested in tokens.
Tiering is also not easy/fast to be made
Even with all slots open you need limited enhancers.
What is the point to invest so much if you are not able to make some profit?
Why crafters have BP with QR 100?
Why not to make all BP limited?
How they participate to economy?
 
Is a joke, right?
First to own/buy/win a UL item/gear you need tons of peds to be able to have that.
Explain this to people who invested in tokens.
Tiering is also not easy/fast to be made
Even with all slots open you need limited enhancers.
What is the point to invest so much if you are not able to make some profit?
Why crafters have BP with QR 100?
Why not to make all BP limited?
How they participate to economy?
1. Not a joke.
2. Peds are capital. Irrelevant for the economy unless incorporated into the flow.
3. Already gave sollution to people with tokens in OP.
4. Tiering system is barely any participation. Already explained why.
5. Already answered about enhacers.
6. Never said you shouldnt have profit or advantage with your investment in UL gear. All investments should have proportional ROI. Otherwise why would anyone invest?
7. Because they paid for it. Understand how SiB and non SiB bps work and youll have your answer. And if you are willing to conserve my value, transitioning from UL 100QR to L format, the same way im trying to conserve yours, be my guest.
8. Could be. Tbh not much wrong with it. Would need to adjust drop rates and auctioning fees. But other than that.
9. They consume resources and create demand.

P.S. Idk what happened to miners. Seems like space mining really messed up with your heads and you only see enemies around you. Bother to read first before you get upset over it.
 
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7. Because they paid for it. Understand how SiB and non SiB bps work and youll have your answer. And if you are willing to conserve my value, transitioning from UL 100QR to L format, the same way im trying to conserve yours, be my guest.
Everyone paid the price for his gear.
But why to not make the same for all BP?
MA can also make a same sistem working for all UL BP.
Why not to be forced to improve your BP after all?
Why not to require rare materials in order to be able to start crafting a limited amount of clicks?
Not only you need materials for your final item you are crafting, but also need to add others materials in open slots for your BP to be able to have a good HR on your clicks?
 
Everyone paid the price for his gear.
But why to not make the same for all BP?
MA can also make a same sistem working for all UL BP.
Why not to be forced to improve your BP after all?
Why not to require rare materials in order to be able to start crafting a limited amount of clicks?
Not only you need materials for your final item you are crafting, but also need to add others materials in open slots for your BP to be able to have a good HR on your clicks?
Did you even read what you quote?
Why you keep asking questions i already answered? Do you expect me to give different answers? Whats the purpose?
 
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Did you even read what you quote?
Why you keep asking questions i already answered? Do you expect me to give different answers? Whats the purpose?
You started on own example for hunting and UL gear.
I only added that we can use same for BP use.
Is nothing wrong here .
Why not to start working improving also all the BP.
 
You started on own example for hunting and UL gear.
I only added that we can use same for BP use.
Is nothing wrong here .
Why not to start working improving also all the BP.
7. Because they paid for it. Understand how SiB and non SiB bps work and youll have your answer. And if you are willing to conserve my value, transitioning from UL 100QR to L format, the same way im trying to conserve yours, be my guest.
8. Could be. Tbh not much wrong with it. Would need to adjust drop rates and auctioning fees. But other than that.
What else do you want?
 
Interesting concept. I think MA had something similar in mind when they announced the modular weapon system, but apparently that's been scrapped now.

Can anyone confirm if this has been scrapped?

@SoberPhil Where did you hear it's been scrapped?
 
Can anyone confirm if this has been scrapped?

@SoberPhil Where did you hear it's been scrapped?
It's my assumption. That system has been mentioned only once a long time ago and there's been a change of CEO at MA since then.
 
Did you even read what you quote?
Why you keep asking questions i already answered? Do you expect me to give different answers? Whats the purpose?

I dont think he understands what you wrote about. Would help with MU for sure but MA won't even go simple routes. Maybe something easier to code like limited BPs for a limited gun attachment that boosts dps 5 additional damage etc. And some attachment that uses only nanocubes to craft to make UL guns do full damage or else they are gimped 10% so it's still dirt cheap almost free, is a fraction of total decay % and can last 10 hours or whatever of shooting but will drastically help overall MU (even for shooter).

Mainly limited guns need to be much much better so new players will actually have a fighting chance this is rediculous now pay MU to get even worse returns its backwards.
 
I dont think he understands what you wrote about. Would help with MU for sure but MA won't even go simple routes. Maybe something easier to code like limited BPs for a limited gun attachment that boosts dps 5 additional damage etc. And some attachment that uses only nanocubes to craft to make UL guns do full damage or else they are gimped 10% so it's still dirt cheap almost free, is a fraction of total decay % and can last 10 hours or whatever of shooting but will drastically help overall MU (even for shooter).

Mainly limited guns need to be much much better so new players will actually have a fighting chance this is rediculous now pay MU to get even worse returns its backwards.
1. I thought about damage amplifications. But was concerned about introducing things that already have place in the game, like damage enhancers, basically gimping 1 thing for another. Not sure if its worth. Or maybe it is. Maybe it would open more versatility into already existing weapons. Making a choice of upgrading your gun via new and more powerful one, or just a limited attachment as temporary sollution.
2. I thought too about nanos been part of decay. Sounds like a cheapest way to make UL consume resources. Can always be self sustained and easily regulated, by adjusting amounts to a new economic reality.
3. I never understood why there is a difference between UL and L stats wise. UL should be saving in MU paid for L, but it somehow got absolutely killer stats vs everything prio to it.
 
1. I thought about damage amplifications. But was concerned about introducing things that already have place in the game, like damage enhancers, basically gimping 1 thing for another. Not sure if its worth. Or maybe it is. Maybe it would open more versatility into already existing weapons. Making a choice of upgrading your gun via new and more powerful one, or just a limited attachment as temporary sollution.
2. I thought too about nanos been part of decay. Sounds like a cheapest way to make UL consume resources. Can always be self sustained and easily regulated, by adjusting amounts to a new economic reality.
3. I never understood why there is a difference between UL and L stats wise. UL should be saving in MU paid for L, but it somehow got absolutely killer stats vs everything prio to it.

Ya limited was left in the dust and Uber vendor guns were only concern. This is what happens when they completely ignore all other parts of the economy. You're right tho UL 100% no question HAS to interact with the economy too or there is no economy, it worked fine when only 1-5% of players were UL but there's only UL players left now. And a craftable part will make it so some people will buy it from others too killing some nano supply at same time as creating more commerce. There's no reason anyone should have a problem with this unless they don't understand it means more MU for them. Doesn't matter tho can give MA idea after idea even fool proof ones that could make every person happy and them more money and they won't do it. But keep trying! Maybe we get lucky 1 day.
 
I dont think he understands what you wrote about. Would help with MU for sure but MA won't even go simple routes. Maybe something easier to code like limited BPs for a limited gun attachment that boosts dps 5 additional damage etc. And some attachment that uses only nanocubes to craft to make UL guns do full damage or else they are gimped 10% so it's still dirt cheap almost free, is a fraction of total decay % and can last 10 hours or whatever of shooting but will drastically help overall MU (even for shooter).

Mainly limited guns need to be much much better so new players will actually have a fighting chance this is rediculous now pay MU to get even worse returns its backwards.
I understand very well.
Just to tired and bored at work.
Is just to make things a little bit spicy.
 
Im sensing you feel UL gear owners do not interact with the economy? Most of the economy comes from mats farmed by those with UL, we burn and create the demand for enhancers and the materials required to click it, we create the drive for portable tt and repair kits, healing tools, chips, mind essence, most of the server runs on UL gear and are the great supplyers and consumers of items. We create buisness opportunitys for crafters to supply and for healers to get jobs, ship owners to ferry our fat loot asses around the galaxy.

So i say its quite evident that UL owners interact with the economy more so than anyone. We are the cyclers and pay our share of taxes ten fold
Last i'v heard was alot healers complaining no jobs restro chip and lifeleech taking their jobs.

Enchancer autocraft meta for own use?

Being able to mine unskilled in space now?

I'v been playing with UL gear over the years and whole point of it is to interact less with the economy and squeeze every bit MU out of it.

Your one and only tax is to pay MU in advance gear wise and after that you are set and being more efficient and skilled then the rest, no one else can compete with you.

Game would have died long time ago without cashcows i give you that one. 👍

Edit: Starting to think it would have been better that way.At least we would have nostalgic memories instead of bitternes. This game and community deserved more then this slow death! 😕
 
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