If you plan to go exploring, you should think about bringing some torches or bandages beforehand, instead of being able to just craft some on the go. The only real reason to have a crafting menu is, to start crafting, you've got to craft a crafting table. Here's a better idea on how to get your hands on one: -Blueprints are loaded into the 3d printer instead of learing them. -Every 3d printer comes with a blueprint for crafting tables preinstalled. (maybe add some other goodies, like tents) -Rewrite the "make a crafting table"-quest accordingly. Just think about it, would you even miss the crafting menu?
I would. I cant count the amount of time ive saved when going out to make bandages on the go. Pretty much everything in the basic crafting table could be made on the go as well, so i dont see any issue with it. I say it should stay.
Having the crafting menu gives you utility that you would miss. I shouldn't have to carry a crafting table around with me if I want to make some bandages or a climbing rope on the fly. Better to leave it in.
Nah I gotta say, the idea is you can craft stuff that you would normally be able to make with your hands, on the go. Ok, maybe drop the crafting table. Make that something your ship starts with, say, a function of the 3D printer or someting, but bandages, torches, camp fires etc, that's something you could feasible make when on a planet with nothing to your name and just finding what basic materials you find.
I can see myself making all the things in the basic crafting menu without a crafting table, so I'm going to have to go with "No" for this suggestion.
I'm sorry but you've failed to justify the removal of such a useful and convenient feature. There's just no reason one should be forced to plop down a rather large crafting table every time they want to make some basic items.
What if my matter manipulator was my crafting table? And everything simple and basic was just being plopped out of this awesome device that I don't even need on my person in order to have it dispense items in the real world? Placing a torch? I'll just magic it into place with my manipulator! Building a castle? Manipulator? Manipulating? Manipulator! Seems liek the real solution would be to have the manipulator not take up an item slot and have it become a more core item.... which sounds like a better topic someone should start.
So you want to say that our hero is dumb and he can't create even basic supplies like bandages and torches and he has to use tools to do that?
The only problem I can see with making bandages by hand in the field is the time it would take to make them. That time necessary to create does not exist in starbound where you can craft up to 999 items instantly. What if instead: In basic crafting you could only make 1 item at a time. With a crafting table you could make 1-100 items at a time. With a robotic crafting table you could make 1-999 things at a time. This would put people in mind to prepare ahead seeing as it's more convenient while still not preventing them from crafting in the field if necessary, but they must be in a situation where they are safe enough to spend the necessary time to craft what they need. Thoughts?
Seeing as you can carry a crafting table around and plop it down wherever you want, all you would accomplish is people having effectively one less inventory slot. Also: No. Just… no. This doesn't really increase challenge, since it's possible to craft insane numbers of torches and bandages in the first place. So it's not adding a resource management element where you have to make meaningful decisions on what to do with plant fiber. (Really, what else IS there to do with plant fiber?!) In the hypothetical case where you couldn't carry the table around, all it would accomplish is having people backtrack at random intervals for more junk. Backtracking is pretty much never fun, less so when you're in a nice spelunking zone. tl;dr: you would have to quite a bit of the game mechanics for your proposal to add anything except some amount of frustration. (I.e. the opposite of "convenience".) Making the game linearly less fun for the sake of "realism" is something nobody will agree with. (Besides we can make torches out of a log and a lump of coal, and bandages out of cave vines. I think realism is lost right there and then.)
In Starbound, time doesn't seem to be a constrained resource when not in active combat. The punishment for not "thinking ahead" would, again, be the choice between the annoyance of backtracking, and the annoyance of clicking a whole lot. In combat, time and reaction speed are a limited resource, which explains why bandages have a heal-over-time effect. Med kits have an instant heal, but are AFAIK only found in chests – thus it becomes a meaningful decision to use one in a battle, at the cost of not having it available later. You'll notice that in, say, console RPGs, the design is different. Commonly, healing potions have an instant effect, but you have all the time in the world to decide what to do on your turn. The decision in combat is what you will do with any given turn. However, I don't recall playing one where you wouldn't eventually have enough money to be able to easily stock up on enough of the regular heals between dungeons. Basically, I see "the player should have to think ahead" in this thread, but I don't see an explanation why that is at all a good thing and makes the game more entertaining. (Which includes by way of giving the player more meaningful decisions to make, as opposed to having some busywork to keep in their head. For the same reasons I also happen to believe the food and warmth mechanics as they exist right now are meaningless.)
What's stopping me from crafting something, closing the basic crafting menu, and then just opening it again to craft more things?
Absolutely nothing, but I'd wonder why you bothered closing the crafting menu at all. I didn't say "only let you craft once" but "only one at a time" which would translate as "once per click" on the craft button. The point is that spamming clicks would take longer and be more inconvenient than using a crafting table which would allow for easier and quicker mass crafting. This would make another difference between crafting tiers adding to their improvement. Plus it's reasonable that a robotic crafting table would be faster, but that would require speed to be a factor in crafting. I kind of dislike progress bars so I went with clicking. From what I gather that's basically the OP's opinion. I'm rather ambiguous on the idea myself, but I thought I'd offer an alternative to disabling simple crafting outright. But now that I think about it even further the point is moot since we can simply carry a crafting table (robotic or ordinary) with us anywhere we go at the expense of merely one inventory slot. Then it's as simple as, drop the table, craft, pick up the table continue. It's only risky to do this with the robotic crafting table since that one takes a boss fight to replace.
Oh, gotcha. I kinda misinterpreted that one. However, I do the multi-click thing anyways, so that's fine.
Right, I misinterpreted your suggestion as support for the idea. I think I've mentioned that as well. The way I see it, there's two questions to answer: Why would preventing the player from making torches or bandages mid-spelunk be "good"? How to actually achieve this instead of merely making it marginally harder or merely annoying to do so. Without having an answer for question 1, debating question 2 seems kind of moot. (Even though it's still not a trivial change.) Essentially: is begging the question. Should they really? And my opinion on that would be that I don't see a reason why this is "fun" - this includes making the game more challenging without inordinately making it more frustrating. Games should challenge your skills, whether it be reflexes or resource management or strategic thinking. "Remember to bring X" sounds like a skill for a mom, not a video game player.
bring torches and bandages at the start is like impossible when you first spawn in. There is no way to even do some of the preparing. We need the everywhere crafting thing.