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"Reverse engineering"?

Qwo

GROUP: Members

POSTS: 238

Report this Jun. 29 2006, 11:23 pm

I stole this post from a post I've made on the STOnet boards, simply because I thought it a good, lively discussion topic that could be carried over here.

I do like the whole "reverse engineering" idea. For instance, if you are an engineer in need of dilithium crystals, you could "reverse engineer", or, more properly speaking, salvage, a dozen tricorders for the tricorders' dilithium crystals (I pulled that scenario out of my @$$, so humor me), since you don't have the ability to make a pit-stop somewhere and acquire the needed amount of crystals. The salvaging could apply to other professions, as well. As a science/medical officer, you might need a particular ingredient for a vaccine that you're trying to create, after you've discovered a new disease. Say the ingredient you need is a key ingredient in an existing medication that you already have. You should have the ability to "salvage" this ingredient from the medication and use it with your new vaccine. And then there's tactical/security. This scenario is largely similar to the previous one. Say you're modulating/customizing a phaser of yours, and you need a pattern emitter matrix contained in a smaller, weaker phaser in the armory. You should be able to "salvage" this pattern emitter matrix and place it in your new super-duper kickass phaser.

It seems like a good idea to me.

GBJackson2006

GROUP: Members

POSTS: 31

Report this Jun. 29 2006, 11:31 pm

Salvaging would be a good way of obtaining hard-to-get resources, however, I sort of get the impression that this game is going to have to be developed in such a way that will not leave players and their ships stranded without the ability to get back to base or whatever for very long. It could be interesting, but I doubt they would do that.

Another thing. Starfleet is not in the business of scavenging. Maybe improvising with their own equipment, but there is a fine line between scavengers and looter, Salvage and Theft. And frankly, I have high hopes that this game will NOT be about looting equipment from disables ships, because if it is, then that is what most people will do, and so much for the grand exploration of space...

Anyway... Good Idea, and with luck some allowances for it will be in the final game.

In Christ,
G. B. Jackson

Yes... I am back...

Qwo

GROUP: Members

POSTS: 238

Report this Jun. 29 2006, 11:35 pm

Yes, I entirely agree with the whole point of "looting", as Starfleet Officers are not "looters", they are noble humanitarian explorers. I think that one should be able to salvage their own items, as previously stated, on a much smaller scale, as opposed to stripping an adrift ship of its hull, just because it looked a pretty color. Although, perhaps scavenging on a larger scale (ship-scavenging, so to speak) could be permissable in certain situations, as sanctioned by starfleet regulations.

RamalX

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POSTS: 164

Report this Jun. 29 2006, 11:37 pm

That would be cool sort of like a crafting ability.

GBJackson2006

GROUP: Members

POSTS: 31

Report this Jun. 30 2006, 12:25 am

I shudder to use the term "crafting" here. After all, replicator technology is so wide-spread that getting components that are needed should be quite simple.

However, it is also fair to say the every MMO with a decent crafting system tends to be among the most successful. Nothing pulls players together than the interdependemncy related to virtual economy.

Miquai

GROUP: Members

POSTS: 2884

Report this Jul. 01 2006, 7:22 pm

Yeah, as long as you have a replicator, you should be fine.

I don't think a lot of the game will be focused on "things" you can acquire, but rather on the skills/abilities to use them.  Although there may be "restricted" or "classified" or "one-of-a-kind" equpiment/recources that you'd need to have a certain clearance level or experience to get, even then there wouldn't be any salvaging required.

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