Weapon/EquipmentReverse-Engineering

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Aereto
Posts: 108
Joined: Tue Dec 09, 2014 1:36 am

Sat Feb 25, 2017 3:48 pm

I noticed something while I playing in different runs: There are many gear and weaponry where there are no blueprints to learn for the player faction to produce its own by its best crafters. While the simple solution is just modding them in to show up in stores, but may not make sense when factions want to keep some of their tech secrets to themselves, especially when they are wary of anyone capable of making Edge quality versions of their favorite weapons or Specialist grade versions of their preferred armor sets.

Considering how overpowering gear can be in the hands of master crafters, I would propose a compromise by consuming dozens of gear of the same kind and of minimum quality to unlock the gear for crafting.

The ability to disassemble and analyze such weapons and armor should belong in the higher tech tiers due to research involved. There are two stations for disassembly: Weapon Analysis Bench (research and consumption rate determined by weapon smithing skill) and Equipment Analysis Bench (research and consumption rate determined by armor crafting skill).

At that point, the faction can manufacture rare weapons, armor, and even backpacks that make it a force to reckon with, despite the potentially massive costs involved in procuring equipment.
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