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Hi Captains,

 

I had some problem with the current crafting system, especially the Random BPO dropping method. I know the latest patch will modify this "random" logic, but i think that is not enough, for me at least. I would like to propose a much more interesting and complex crafing system.In this visions, the players can set goals, can reach them in different ways, and eventually can specialize themself in many different final carfting knowledge.

 

Because of compatibility reasons I used the current crafting level system as Crafing Point (CP), and tried to balance it corresponding to the current leveling progress. However I think in this solution the reachable crafting level should not be limited.

An another big change there is no random special attributes. Every crafter may chose up to 2 attributes corresponding his own skills, but this is not necessery. Maybe a little random modification could be acceptable in the final level, to simulate the unpredictable drunken labors.

 

WARNING: This is a quick and dirty suggestion, so it may be unbalanced, but i think its more than enough for starting a little brainstroming. I hope the developer team are already thinking some similar solution.

 

There is FOUR crafting Area.

- Woodworking: The crafter may specialize their ship manufacture for different kind of woods and may specialize to the related ship attributes of the woods. 

- Basic Ship: The crafter may unlock and imprve all the basic ships

- Frigate: The crafter may unlock and improve all the frigates

- Ship of Line: The crafter may unlock all the 3rd, 2nd, 1st rate ship

 

The number in red circle means how many CP could be spent.

The dotted line means there are no craftable ship, just prerequisite for something or unlock things.

The red background is minimal CP level requirement to unlock the higher level ship hulls.

The arrow represent a dependency path. To craft a ship at a specified level all the previous hull should be at least on that level. 

 

The crafting note in this solution working the current way, but

- CP 1 cost ships could be crafted any quality at will

- CP 3 max cost ship could be crafted basic on level 1, common or fine on level 2, and finally at level 3 up to exceptional

- CP 5 max cost ship could be crafted basic on level 1, after that each extra CP point unlock a higher quality level till the exceptional at CP level 5

- The woodworkings give a limit to the maximumum level of ship extra attributes. For example CP level 3 on Oak log limit the craftable ship to fine in the case of Oak material. CP 3 on speed limit the reachable Speed buff to blue. 

 

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For example:

 

If someone want to craft "perfect" Tricomalee (lvl5 both the Speed and the Build Strength and would like to use Live Oak as material) should spend 55 carfing point. 

- 5-5 CP Fir woodworking and another five for Speed 

- 5-5 CP Oak woodworking and another five for Build Strength

- 5 CP Live Oak

- 1-1-1-1-1 CPs (Lynx-Cutter-Brig-Snow-Frigate) to unlock Figate class hulls

- 5-5-5-5 (Carberus-Renommee-Frigate) to unlock Tricomalee with possiblke max level

- 5 CPs and finally maximized out the Tricomalee

This case is a hardly specialized Tricomalee crafter. Spend all the Crafting points to reach only one goal. I think this kind of specialization should be very rare, and the crafter who would like to chose this way should give up many other opoortunities. But finally his/her ships will be precious ones.

 

In the case of Fine Cerberus for PvE tanking (blue one with blue Build Str and Planking from Live Oak)

- 3-3-3 CP for Oak Log and for both the related tanking attribute

- 3 CP Live Oak

- 1-1-1-1-1 to unlock Frigate class hull

- 3 for Cerberus

20 CP (currently level 17)

This way shoul be common. In this case for 1 extra CP on Snow the one could craft fine snow at level 13 from Oak, and 16 from Live Oak.


 

BR

 

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