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HARVESTERS ELIMINATED.
Harvesters will be removed from the gaming environment, and replaced with devices referred to as geolocks. Geolocks are invisible, and cannot be seen by any player. A geolock will function like a old harvester with BER, and maintenance. The major difference is a geolock makes use of a new footprinting system. Depending on how many lots the player sets the geolock to determines the size of the footprint. No other player can overlap, or mine in another players geolocked footprint. More advanced crafters will have more lots to allocate to geolocking. A player can place as many locks as they like until they run out of usable lots. A player may use all of their lots on a single geolock. The bigger the footprint the more resources obtained.
CRAFTER CLASS CONSOLIDATION.
Crafting will retain the general artisan prerequisite profession. Artisan will consume many skills once allocated to more redundant crafter classes to make for a more viable class. There will be an additional eight crafting professions. Weaponsmith, Armorsmith, DE, Chemist, Outfitter, Shipwright, Combat engineer, geologist.
Tailor is to be phased out clothing will be unlockable, and players will get a default pallet to chose clothing.
BE will be moved into the creature handling profession, as part of a new creature upgrading process. I will touch on this when I move to combat.
Chef will be folded into chemist along with medic/doctor/CM crafting. The last three classes get a radical redesign. You will also find spice creation is now in chemist rather then in smuggler.
Architect is obviously redundant with no player structures.
Merchant equally is redundant.
You should have a sense that chemist is the consumable class medicines, and foods will be found in this class. That leaves CE, Outfiter, and geologist.
GEOLOGIST.
Geologist will obviously have a higher lot alotment, but geologists also make their own resources via refinement. A process that reduces the amount of resources, but can be used to increase the quality. Geologists will also have unique access to some resources. That only they can mine, or in the case of alloys only they can create through refinement. This profession balances the playing field for all crafters, allows for a new type of crafting system, and finally serves as a means to minimize resources in play.
OUTFITTER.
The outfitter is the crafting class that connects to the new item system. They provide equipment such as visors, implants, translators, recorders. This is the gadget building class. I will go in further detail later when I can touch on combat.
COMBAT ENGINEER.
The Combat engineer is a hybrid class. This class was very sketchy in the documents. The basic premise is a class that can repair/upgrade equipment in the field, and will have uses in overwhelming security systems. This preliminary weapons listed were restraining bolt, mines, cutting laser. The prereq combat class was undecided.
There will be two crafter classes at the end of each arm.
CRAFTING.
The major changes in item creation are that obviously hand assembly will not only be promoted but rewarded. There will be a better risk reward system in place taking larger gambles can pay off, or destroy an item. Many items are being reduced in complexity. The biggest one is armor will be a single assembly. On the bright side it will only take up one slot in inventory.
My personal overall impression was they planned to streamline crafting a lot, and balance it. The majority of crafting in game will be limited to crafting classes. There is still trap crafting, camp crafting, and creature breeding to be found on the combat side of things. A plus though is there were leaning to incorporating a real experimentation system to those. Though I will touch on that tomorrow.
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