The 12th Fleet: Starbase Valhalla
https://forums.12th-fleet.com/

Introducing: Re-engineering!
https://forums.12th-fleet.com/viewtopic.php?f=14&t=30289
Page 1 of 1

Author:  Kuvak [ Tue January 9th, 2018 7:36 pm ]
Post subject:  Introducing: Re-engineering!

By Ambassador Kael Tue 09 Jan 2018 08:30:00 AM PST

Image

Have you ever crafted a Beam Array and spent resources upgrading it, only to end up getting a mod that doesn’t quite fit the build you’re going for? We have been working away on a new feature that will allow you to re-roll certain mods, granting you the ability to finally craft and modify certain pieces of Equipment to your own satisfaction.

Image

In order to Re-Engineer a piece of equipment, we’re introducing a new resource into the game: Salvage. Salvage is rewarded to Captains from salvaging equipment obtained from loot drops they receive. A new contextual action can be taken after highlighting a particular piece of loot, much the same way you would discard or inspect an item. Salvaging the piece of equipment will destroy it and reward an amount of Salvage based on the equipment’s Mark and Quality.

The cost of Re-Engineering a piece of equipment will be dependent on how many available mods you wish to re-roll, with the cost per mod decreasing as you opt in to additional mod randomization. We’re still fine-tuning the numbers, and will be looking for feedback from Tribble to finalize the exact amounts.

With the new Re-Engineering system, we have taken the opportunity to create several new Epic mods. Weapons, Shields, Engines, Deflectors, Secondary Deflectors, and Ground Armor have all received an assortment of new Epic Mods. We’ve chosen to maintain the existing Epic mod as the default mod that is selected when a piece of equipment is upgraded to Epic, which you can then choose to re-roll if you desire.

Kuvak says click here to see a GIF of how this may work

Certain types of equipment cannot be Re-Engineered -

Warp/Singularity Cores

Consoles

Kit Frames

Reputation Items

Featured Episode Rewards


As we get feedback on the system as a whole, we’ll eventually be able to introduce these items to the re-engineering system.

We hope Re-Engineering will be a way for neophyte and veteran Captains alike to better create equipment that matches their particular playstyles and builds. This system will be arriving on Tribble soon, and we will be showing off the new system on a Livestream, so stay tuned for more details.

Robert “CrypticRidi” Hrouda

Systems Design

Star Trek Online

Author:  N5XTR [ Wed January 10th, 2018 1:09 am ]
Post subject:  Re: Introducing: Re-engineering!

Man, this is nearly identical to what is in Diablo 3.

Author:  cmdraftbrn [ Wed January 10th, 2018 7:20 am ]
Post subject:  Re: Introducing: Re-engineering!

oh goodie. another damned currency to track.

and sompek is this weekend too.

which chaos god did i aggro this week? bet it was nurgle

Author:  cmdraftbrn [ Wed January 10th, 2018 7:30 am ]
Post subject:  Re: Introducing: Re-engineering!

Quote:
borticuscryptic:
Good morning folks! I have a few quick responses to share, to some of the questions asked here and elsewhere. Hopefully this sheds more light on this exciting new system.

1) Salvaging items also provides a small amount of crafting materials, in addition to the new Salvage numeric. The amount and type are determined by what it would take to craft the associated item. This automated system is also why only loot drops may currently be salvaged. We're investigating what it might take to allow additional items to be salvaged, and would like to expand this functionality in the future.

2) Though the pictures in the blog don't show it explicitly, you can choose which mods to re-roll from within the interface. When you first plop an item in there, all mods are locked. Then you unlock the ones you wish to randomize.

3) All costs are seen as placeholder at the moment, and quite likely to shift. But we believe we're in the right ballpark.

4) As stated in the blog, I want to reiterate that we're actively working on allowing more items to work with the Re-Engineering system. We know that this functionality has been asked for by players specifically in regards to high-end gear such as Reputation Sets and Featured Episode Sets, and we want to be able to deliver on that. Consider this initial release as just the first steps of that journey.

This system will be appearing very soon on Tribble. We'd love to get as many eyes and hands on it as possible, both to give feedback on general functionality like UI flow, prices, and feel, as well as "brute force" item database testing. Keep an eye out on the Tribble subforums for the patch that puts this system into your hands!

Author:  Kuvak [ Wed January 10th, 2018 2:10 pm ]
Post subject:  Re: Introducing: Re-engineering!

cmdraftbrn wrote:
Quote:
borticuscryptic:
as well as "brute force" item database testing.


Does this mean try to break it? :rommie:

Author:  cmdraftbrn [ Wed January 10th, 2018 7:21 pm ]
Post subject:  Re: Introducing: Re-engineering!

depends if fezzik is there.

Author:  cmdraftbrn [ Tue January 23rd, 2018 4:24 am ]
Post subject:  Re: Introducing: Re-engineering!

this goes live tomrrow

Author:  Mack [ Tue January 23rd, 2018 5:34 pm ]
Post subject:  Re: Introducing: Re-engineering!

Only a couple o' hours more and we get this baby. Weapon prices gonna be super cheap now.

Page 1 of 1 All times are UTC + 1 hour [ DST ]
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/