Refining / Crafting Primer & Expedition Supply Drop
This blog has been updated with the newest Crafting Information
Hello Commanders! The long awaited Crafting is almost here! This is a feature that we have all been so excited to release. It’s a major feature for CSC and one that really pushes CSC closer to a full 1.0 experience. Crafting has gone through different iterations of design and has been changed and adjusted accordingly for months now. For instance, within the CSC Universe Crafting is now referred to as manufacturing. During this initial release we will be watching closely to see how you the community are liking it and how we can adjust. The UI of Manufacturing is still temporary while we design out all of CSC’s UI. (That’s for a later update). There is a lot to know about Manufacturing so lets jump right in.
Manufacturing
Commanders will be able to access Manufacturing through Stations and choosing the Manufacture Option on the left. Similar to the Workshop, users will have to purchase a facility or use someone else’s public facility.
Once you have somewhere to manufacture, you will want to Deconstruct items for blueprints or search for blueprints in the Marketplace. NPCs also have a slim chance at dropping blueprints.
When Deconstructing you will have two options: (1)Recover 30% of Resources and 1 Blueprint or (2)Recover 50% of Resources. When deconstructing you are gaining some of the components that make up that item. How much of those components you get is dependent on which option you choose.
To begin attempting to manufacture an item you are going to need that module’s Blueprint. Once you have a blueprint, you can consume that blueprint and from that you gain a level in mastery. The more blueprints you consume, the more your skill points increase and get you closer to Mastery level. Or you can sell the blueprint on the Marketplace!
The higher level you have in a mastery of an item, the more likely you will successfully craft said module. For instance, if your skill points are at 50/100 for Tech 1 (T1), then you have a 50% success rate chance.
In the above example, you can see that there are 50 skill points out of 100 for the Xeno 1 Pulse Scanner Tech 1. At the bottom right, you will see that this means you have a 50% success rate chance. On failed attempts you receive back 50% of resources. Below that is the Invention Chance and this indicates the chance of a higher tech level. The Build Requirements shows what components are needed to manufacture the Xeno 1 Pulse Scanner and how many of those components are needed. 1475 Goethite crystals are needed, the UI shows that I have 1475/1475. In parentheses after that, the UI indicates that in total I have 4,939 Goethite Crystals.
When you are ready to being Manufacturing, click on the facility you will be Manufacturing out of and you still see the Start button light up. When Manufacturing, users are limited to Manufacturing no more than 10 items per job. In this example, we will be attempting to manufacture 2 Xeno 1 Pulse Scanners.
Back at the main Manufacturing screen you will see the total time of the Job and you will need to come back later. You will also see a bar progressivley filling up to indicate how much time is left on your job.
From our 2 attempts with a 50/100 Mastery Points we have successfully manufactured 1 Xeno 1 Pulse Scanner!
The failed attempt returned 50% of the resources, and we will have to try again later when we have enough resources again. To better our chances of successes we will want to consider getting more blueprints so as not to lose anymore hard earned components.
Manufacturing Outcome Examples:
1 Bpt of a Reaper Interceptor T1:
1% Chance of creation (1/ 100 Bpts)
0.04% Chance of creation of T2 (1 / 2500 Bpts)
98.96% Chance of 50% of resources lost
100 Bpt of a Reaper Interceptor T1:
100% Chance of creation (100 / 100 Bpts)
4% Chance of creation of T2 (100 / 2500 Bpts)
0% Chance of 50% of resources lost
1 Bpt of a Reaper Interceptor T2:
0.2% Chance of creation of T2 (1 / 500 Bpts)
0.008% Chance of creation of T3 (1 / 12500 Bpts)
99.79% Chance of 50% of resources lost
100 Bpt of a Reaper Interceptor T2:
20% Chance of creation of T2 (100 / 500 Bpts)
0.8% Chance of creation of T3 (100 / 12500 Bpts)
79.2% Chance of 50% of resources lost
1 Bpt of a Reaper Interceptor T3:
0.04% Chance of creation of T3 (1 / 2500 Bpts)
0.0016% Chance of creation of T4 (1 / 62500 Bpts)
94.98% Chance of 50% of resources lost
This continues in the same way for all Tech Levels.
Tech Level Master Scale:
Tech Level 1–100 Blueprint Points
Tech Level 2–500 Blueprint Points
Tech Level 3–2500 Blueprint Points
Tech Level 4–12,500 Blueprint Points
Tech Level 5–62,500 Blueprint Points
Tech Level N — Previous Blueprint Point Total * 5
Ship Manufacturing
Something new we added into the mix are Subcomponents. These Subcomponents are used to manufacture ships. Common, Uncommon, and Rare Components are used to manufacture the basic Subcomponents found in every ship, while Ultra Rare and Exotic Components are used to manufacture the more advanced Subcomponents in the larger class ships.
To view Ship recipes versus Module Recipes, toggle between the two options from the top menu with in the Manufacture screen:
Manufacturing a ship will be a time consuming effort when gathering both the resources, components and Subcomponents. Commanders might want to at times use the Marketplace to help aid their efforts or even mark a corner in the market as the one offering such valuable parts.
Conclusion
This is still the first version of Manufacturing/Crafting! There were some elements we were not able to get in on this first release like the mastery grid. This feature is expected to be released post 1.0
We’ll be watching closely the first few weeks to see how 0.8 is running, if you run into any issues or bugs please contact us through our support portal.
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The information below is now out of date, please read the newest post above
Greetings Commanders!
As we are nearing the end of May and the launch of our Expedition Supply Drop (Starts on May 29th at 5pm PST), I wanted to take the time and update the primers on Refining and Crafting to provide a better understanding of our upcoming Crafting and Refining Systems. So without further delay, let’s begin!
Refining Primer
Refining in CSC is more complex than typically seen in games of this genre. This was done to provide Commanders the ability to customize, specialize and become a powerhouse of resource production. The following is a primer of our Refining game mechanic. As CSC is a game still in development please keep in mind that aspects of this may change over time.
When refining, a Commander’s primary objective is to build a refinery that provides the highest yield of conversion from ore to a refined resource. This is accomplished through module selection and configuration. Most stations run by the GFI have prebuilt refineries that provide an adequate refining yield. Specialized GFI Refining stations can also be found in the universe; these stations provide superior yields.
Refining modules can be equipped in specialized slots at select stations, or in mining ships. To create a working refinery you will need the following four core components:
Rig — This is the base for the Refinery, and directly affects how much that can be refined (Affects the Available Slots, and directly affects the yield).
Screen — This allows how much raw ore passes through and what is discarded as waste. This affects how much total raw ore is filtered through for processing, and directly affects the yield (Affects the total amount of Raw ore that can be processed in one session).
Separator — This allows the raw ore that passed through the screen to be broken down into processed ore and further removes the waste. This affects yield. (Affects the total yield).
Sluse — This is the final piece of the refinery; this processes the ore into its refined form for players to craft with or sell. This directly affects the time. (Affects the total time it takes to refine, and directly affects the yield).
Each refining module will require a fixed amount of power. So in addition to the four core components, Commanders will also be required to meet power requirements by adding the appropriate power core modules.
Refinery Augmentation Modules are used to help boost or hone-in the effective ranges for each of the different refinery modules. These can help boost the total yield, increase the number of refinery slots, increase the total amount of ore that can be processed, and reduce the total time to process.
At stations, Commanders will be able to see a selection from publicly available refineries. If these refineries have open slots they can be used at the stated yield and tax rate. Public Refineries are created by the station owner or by other Commanders. Stations can hold a limited number of refineries (limit applies to both public and private) and each refinery has a limited number of slots. Once a Commander acquires a refinery at a station they will need to equip it with modules and set its configuration for maximizing yield.
Once a refinery has been created, a tax rate can be set and it can be toggled from private to public. When set to public, refinery modules and configurations are hidden from players who use it. Refineries in core systems will also have to provide a maintenance fee, this fee can be paid in GFC or GRP depending on station owners preference.
Crafting Primer
The following is a primer on Crafting and Deconstruction mechanics and how they work in CSC. This section will be a compilation of older posts updated with the latest changes from our design team. As with the previous primer, as CSC is in development aspects of this may change over time as we near launch. Let’s begin!
Almost everything can be crafted in the CSC universe. At first, Commanders will be limited to crafting modules, components, and starships. Future updates will include the ability for Commanders to craft space stations, resource harvesting platforms, and more.
The crafting system is uncapped, giving Commanders the ability to continually improve the quality of items they can craft. Specialization is encouraged and rewarded by the CSC crafting system through increases in Tech Level and horizontal Tech Improvements. All items start with a base Tech Level of 1, these items can be improved both horizontally (adding of attributes and bonuses aka Tech Improvements) or vertically (increasing all attributes by increasing a Tech Level). Your knowledge in crafting an item is based on the Blueprint Points (referred to as BPT in the rest of this blog) you possess for that specific item at a Tech Level.
The more BPT you have the higher chance you have of successfully constructing that item and the greater chance you have of discovering new Tech Levels or Tech Improvements. Mastering a Tech Level provides you with a 100% chance of creating that item with the optimal number of resources. Higher Tech Levels gets exponentially harder to Master with an exponential reduction in benefits. This means the delta of improvement between T1 and T2 is significant, where the delta between T5 and T6 will be a minor improvement.
When crafting an item, a chance of success can be determined by taking your current BPTs and dividing it by the master level requirement and then multiplying by 100. On successful creation of an item, there is a percentage chance of getting a higher tech level. This is determined by taking your current BPTs and dividing that by the 5 x total BPTs required for the mastery for the next Tech Level up. When Crafting any item greater than T1 you always have a chance of getting the next lowest Tech Level on an attempt. This is calculated by taking your BPTs for that Tech Level & dividing by the lower Mastery level’s total. This is not the optimal way of crafting lower tech level items as there is still a chance of loss of resources. On a failed attempt at any Tech Level, your chance of losing 50% of the supplied resources is half the inverse of your chance of successfully crafting that levels item. On failed attempts of T2 or greater items, if resources are lost and a lower Tech Level item is created, the required resources will be used before 50% loss is applied. See below for examples.
Crafting Outcome Examples:
1 Bpt of a Reaper Interceptor T1:
1% Chance of creation (1/ 100 Bpts)
0.04% Chance of creation of T2 (1 / 2500 Bpts)
49.5% Chance of 50% of resources lost
100 Bpt of a Reaper Interceptor T1:
100% Chance of creation (100 / 100 Bpts)
4% Chance of creation of T2 (100 / 2500 Bpts)
0% Chance of 50% of resources lost
1 Bpt of a Reaper Interceptor T2:
0.2% Chance of creation of T2 (1 / 500 Bpts)
5% Chance of creation of T1 (5 / 100 Bpts)
0.008% Chance of creation of T3 (1 / 12500 Bpts)
49% Chance of 50% of resources lost
100 Bpt of a Reaper Interceptor T2:
20% Chance of creation of T2 (100 / 500 Bpts)
100% Chance of creation of T1 on a failed attempt (500 / 100 Bpts)
0.8% Chance of creation of T3 (100 / 12500 Bpts)
40% Chance of 50% of resources lost
1 Bpt of a Reaper Interceptor T3:
0.04% Chance of creation of T3 (1 / 2500 Bpts)
1% Chance of creation of T2 (5 / 500 Bpts)
0.0016% Chance of creation of T4 (1 / 62500 Bpts)
49.98% Chance of 50% of resources lost
This continues in the same way for all Tech Levels.
Tech Level Master Scale:
Tech Level 1–100 Blueprint Points
Tech Level 2–500 Blueprint Points
Tech Level 3–2500 Blueprint Points
Tech Level 4–12,500 Blueprint Points
Tech Level 5–62,500 Blueprint Points
Tech Level N — Previous Blueprint Point Total * 5
Tech Improvements are discovered by adding additional resources or components when crafting an item. The higher your BPTs for an item the greater the chance you will discover a variance recipe. The specifics of a recipe (quantity of resources and grid placement) can also be shared between Commanders who are at Master Level for that Tech Level. New Improvements can be discovered via trial and error or via Research Station (Research Mechanic has been pushed to a post-launch update).
Deconstruction of a crafted item is the best way to understand new technology and gain an initial amount of BPTs to start crafting or research attempts. The amount of BPTs you get from deconstruction is a factor of your current total of BPT for a Tech Level. See Chart below. In addition to the BPTs, you recover approximately 60% — 75% of the resources used in creating an item. The yield of recovery can be increased when Deconstruction is done at a Research Facility.
Deconstruction BPTs Points:
0–2% of Mastery: 1 BPTs
>2% — 35% of Mastery: 3 BPTs
>35% — 65% of Mastery: 5 BPTs
>65% — 95% of Mastery: 10 BPTs
>95% of Mastery: 1 BPTs
Galactic Federation Industries Objective
Items in CSC are provided by Galactic Federation Industries. This in-game governing body exists to provide new technologies, conducts initial seeding of items (via Supply Sales), and provides the infrastructure for improving and creating new items (Crafting, Research, Refining Facilities). In the end, the objective of GFI (and Lucid Sight) is to empower Commanders to be the economic engine of the CSC universe.
EXPEDITION SUPPLY CRATES — SERIES 1
Starting on May 29th at 5pm PST.
Attention all Commanders, as the “Operation Radius” nears Galactic Federation Industries is excited to announce the launch of the first of a series of Expedition Supply crates; designation ESC01. The cargo found in these crates includes a variety of modules and a chance of getting a Mass-Produced or coveted First Fleet starships.
As an additional reward for participating in this expedition Sale, each supply crate will contain a quantity of Galactic Reputation Pips. GRP’s can provide Commanders with access to Galactic Federation Services and exclusive access to new technology from the Galactic Federation research team. So get your Expedition Supply crates today before time & supplies run out!
This distribution event is our way of seeding core items into the CSC universe, in addition to continuing to fund the development of CSC (currently in Alpha with Early Access release on the horizon).
Modules distributed in this sale are a key component to the CSC economy as they can significantly modify ships capabilities. With modules, players can specialize their ships beyond their initial configuration and hone in on what aspect of the CSC universe they want to partake in. Interested in mining? Then be on the lookout for the best mining lasers, scanners, and cargo expanders. Looking to be a titan of trading? Then cloaking devices, FTL multipliers, and a jump drive may be what you need. One important aspect of CSC’s economy is loss, and unlike ships, modules have no insurance and can be completely lost in the destruction of a ship.
This first supply drop includes one Specialty Supply Crate: the Mining Crate. This crate contains mining & refining specific modules, plus higher odds for mining ships. The Full list of items and rate drop rates are available for review below the modules selector on the Store section of the website.
That’s all for today. Don’t forget the Supply Drop Sales Starts on
May 29th at 5pm PST.
Safe Flying Commanders!
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