Architect Archive

Thread: War What IS It GOod For? GCW issue Discussion

Sevardos
Fri May 07, 2004 1:26 pm
#14

"I want to start with this question... What is the purpose of opening PvP faction Perks to us to craft ( heck to crafters in general) ... Is it to be able to have an active role in the GcW or is it merely for more things to craft and sell?"



Well, to answer your question:

... for more things to craft and sell.


Mind you, I'm an architect because I enjoy making things and still haven't decided if I'm even going to start to make harvesters for the public yet - I think the margin on them is not worth the effort and aggravation of making them; unless I'm making them for myself to use.(not a fault of the profession but of my server economy).


.... but I digress ...


I'm not as active yet in the GcW aspect of the game but I'm hoping to be soon. However, I plan on doing it with my Fencer - not my crafter. Relegatinga toon/classto one specific role and one role only, in any game, is not enjoyable for a player. If during battle, you're just the 'crafting monkey' - that will get old ... fast. (at least from my perspective).


Perhaps you can explain to me the dangers and drawbacks to making them craftable and available on a vendor because I currently don't see the harm in it. If the goal is get more people to do the GcW, then I believe that item incentiveshas already proven to be a failure to do that. Having them craftable within strict confines will not magically change that. The issues with GcW participation has nothing to do with the crafting professions and their role. It's the fact that the GcW is outside of the current player economy.


In fact, I would argue that by making it craftable and placable on vendors, you'll actually significantly raise awareness to the general public of the GcW. You can still place restrictions on having to choose a side to craft, but that would make it part of the fun. Imagine Rebel malls or Imp malls - driving awareness daily to the GcW - it would do more to increase participation than by putting in play restrictions.


My 2 cents.


Thanks,



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Dvnce
Fri May 07, 2004 1:32 pm
#15






AudioOrgana wrote:





Dvnce wrote:





Lecivius wrote:
While I am all for anything that will allow us some access to the GCW, TH posted, here, that Factional items will only be purchased using points. Is this position up for review? Or is this wishfull thinking on our part?






The idea is that instead of getting the finished good the player will instead get a limited use schematic for his Faction Points.. ( though since there will now be material costs to craft these items the faction point costs would more than likely need to be reduced in most cases)




If that's the case...hate it.


I was reading this thread with an open mind, and as a crafter excited about the possibilities. But to change it to another "i bring u schematic u make me for free!" situation this is no fun.

Oh .. no where says this will be for free... You may bring me a schematic.. but I will still have to provide the resources to build a quality product.. You better believe that is going to cost you a premium


Also the reason for non vendorable item.. is .. The faction perk reward is specificly geared towards certain players.. So the system would have to be in place to make it imposible for a rebel to buy imperial guns.. etc.. also a system would have to be in place to prevent the mass production of these items.. it is not intended for the market to be flooded with these..





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Dvnce
Fri May 07, 2004 1:35 pm
#16

Are you truely being nuetral if you build items that are 100% war orientated .... NO... I am not saying leave anyone out in the cold.. I am saying you will not be able to ride the fence.,..


There are plenty of things still to craft (and more coming ) if you want to be truely nuetral..






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Dvnce
Fri May 07, 2004 1:40 pm
#17






Pawlin wrote:


Requiring that crafting be done in bases: No I disagree with this. We should not be required to go to to a base to craft GCW items. It doesn't make too much sense to me and would just be a big pain.


Why should I need to be in a rebel base to make a turret? I can build guild halls, statues and just about anything/everything in my own home right now. Why woudl a military base be required for me to craft military items? They are military bases, not crafting workshops. Just doesn't make sense to me.


And it could/would be a giant pain in the arse. I don't want to have to travel half way across the world to the closest faction base just to make a stupid rebel bookshelf or something. What if there isn't a rebel baseon your planet right now? Then what do you do?


For me this doesn't add any excitement to the game, it just makes it a pain and doesn't really make too much sense.







none of this is set in stone.. However there is a difference here.. Decorations.. and items that you must be Overt To even Use.. (Guns / Armor / Bases / Turrets /.. ) Decoration items would be more on the lines of Contra band.. and should be treated as such .. ( slap on the wrist type punishments.. ) the real issue is the more elevated you actually get into creating War Machines so should the risks..




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Mkappus
Fri May 07, 2004 1:40 pm
#18


I think we need to think of new things to craft for the GCW, not existing things. Think along the lines of the droid revamp. Unfortunately, the things I am thinking about are awfully similar to camps and might annoy the scouts and rangers if we get these. All of these could only be placed by overt characters. They would require no lots, and only last 1 hour or until destroyed.


Defensive Placement - fox hole or sand bag placement that gives defensive bonuses

Mobile Field Hospital - has one or two npc drs who can do some healing, and most importantly cure disease and poison

Mobile shield generator - similar to the thing the Gungans had on the backs of animals. Provide defense vs AT-STs or turrets.

Heavy Weapons platform - requires weaponsmith items. Like a turret, but requires no lots, is temporary, and must be manned to operate.

Mobile cloning center - allows placement of a cloning center anywhere - doubt this would ever happen but would be nice for big pvp battles


I doubt we will ever get the ability to craft faction bases and turrets as they exist today. But I think we can ask for slightly different things that are more disposable and one time use things.


Also, I think we should also be involved in the placement of some of these items. I rember there was a command used on battlefields /place battlefield structure. I don't think it ever worked. When battlefields are redone and relaunched we should have some special abilities to use.

Message Edited by Mkappus on 05-07-2004 02:48 PM



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Niklesnitz
Fri May 07, 2004 2:06 pm
#19

By choosing to work for one side you are not being nuetral at that time, no. But after your done and have gotten paid, you wait for the next job to come along andthat might be for the other side. A true person who chooses sides sticks with the side they choose. A nuetral does not.


I fear that this factional content will just cause people to get architect who are already that faction just so they can make their own GCW structures. Or even have prominent guilds take out an alternate character just for this purpose, much like the politicians.





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Fidgiter
Fri May 07, 2004 2:07 pm
#20

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=169963&highlight=#M169963


Of all the items available through faction there are three which can't be crafted by anyone. Bases, Turrets and ATST (Faction Pets). Given that SWG is supposed to be a player economy this goal can't truely be achieved so long as superior items can be aquired through FP or through Loot.


To summarize the post



  • Supply Depot made by Architect and placed by master merchant would distribute faction goods

  • Faction deeds are bought from Supply Depot but crafter must be Overt

  • Crafter remains overt until the deed/schematic are removed (And they choose to go covert at recruiter)

  • Crafter offers finished good to Quarter Master Vendor in supply depot (Until crafted item is offered to QM it is unusable)

  • Crafter gets paid FP based on the % of potential quality of that product (Can exceed 100% with use of Krayt Tissue or other powerup materials) at time of purchase

  • Buyer visits QM and buys factional items which are in stock.

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Dvnce
Fri May 07, 2004 2:24 pm
#21






Niklesnitz wrote:

By choosing to work for one side you are not being nuetral at that time, no. But after your done and have gotten paid, you wait for the next job to come along andthat might be for the other side. A true person who chooses sides sticks with the side they choose. A nuetral does not.


I fear that this factional content will just cause people to get architect who are already that faction just so they can make their own GCW structures. Or even have prominent guilds take out an alternate character just for this purpose, much like the politicians.









The only problem with this is .. there is no Mercenary Faction .. ( at least as of yet.. ) that would allow you to fight on which every side paid you the most.. there are two clearly defined sides.. what you are describing here is more or less the same roll as a mercenary crafter.. I will build for the highest paying side..


Yes you could theoreticall choose a faction declaare build .. drop faction pick up the other and build for them .. and so on.. but in a true environment you would not do much business with either side..





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Huntercrom
Fri May 07, 2004 10:33 pm
#22

There may not be a mercenary faction yet, but why is it we should be forced into choosing a side in the GCW? Why can't we, if we so choose to, become profiteers? It's a fact of life that people will sell to the highest bidder and still not have to take a side in their efforts or cause. Architects, some not all mind you, can be just like this, if we should choose to do so. If you want to pick a faction, fine, do so, but to cut those of us that are wanting to profiteer off of the war, then we should be allow to do such as well, in essence, build for either side, as long as the price is right that is.


To cut off a proffesion because of faction is not going to make us involved any more or any less in the GCW. Picking a faction and being able to build their bases will not involve this proffesion any more or any less in the GCW either. It just gives a declared person the ability to build a few extra things for a few extra people. That's not what this should be enabling for a select few that choose a side, it should be there for EVERYONE to enjoy. To force the faction issue to build is, in my opinion, wrong and we shouldn't even be discussing this issue. You're taking away the basic structure of this whole game by forcing that issue. Weapons of war are in the weapons we use, so, if a Weaponsmith is declared Imperial, he should not be able to sell to any of the Rebels, and the same for a Rebel Weaponsmith, it's exactly what is being designed here with declared Architects, there is absolutely no difference in it. A pea shooter is still a weapon of war, and thus, so is the base. Apples and Oranges don't apply here either, because there really isn't a difference.


If something like this was applied, then you'll see alot of other crafters, i.e. Weaponsmiths, Armorsmiths and the like wanting to take the faction stance and be able to keep from selling to opposing factions, yet, a neutral Weaponsmith or Armorsmith is able to PROFITEER off of both sides.. Who are you really going to buy from, a similar aligned Weaponsmith with a 10k CDEF pistol or a Neutral one with a 7k CDEF pistol? Got the idea here? You'll buy where it's the cheapest, and if you are the only Rebel or Imperial Architect online, guess what, you cornered the market for that period of time, either that, or they'll wait for however long it takes to find another one to do it cheaper, when they should be able to come to a neutral one, and get it done right away without the hassle of finding a faction aligned architect.


I will not disagree with the TEF issue on building one, as long as some how they can keep it from kicking you out of your house while you are trying to construct the building of course, or what ever components you need for it. Maybe by forcing the TEF during the final construct of the base, then it would be better, as long as they don't have a ton of other items they need. However, to force an architect to pick a side, when they choose to be neutral, and choose to profiteer from the war, then you are taking away the basic freedom we have to play this game. I for one will not accept this, in anyway, shape or form. Nobody should be forced to pick a side to make a little money or to build a structure. That's like holding a gun to my head and telling me I have to do something, even though I don't want to.


Sorry if I am coming off harsh here, but I don't think that making an Architect choose a faction is a real or viable option to building a faction perk base. If that is what it comes down to, then I guess that I will have to leave the proffesion, because I can make as much money or more doing something else, i.e. Armorsmith or Weaponsmith, and not be forced into picking a side, and be allowed to profiteer from the war. I would also charge a huge amount of money for items needed in the crafting of a base to any architect, more out of spite than anything else. Fair? No, but neither would be forced to choosing a side that my Architect decides he doesn't want to do.





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Perelay
Sat May 08, 2004 12:20 am
#23

I agree that factional items should be craftable by aligned players. A thought though concerning the items. Many items are complex in themselves and would not fit into the subcomponent based system without 'some assembly required' modifications. Since things, like bases and turrets, are scaled items, why not make them with components that are optional. These optional components could have a one time cost to learn, so that once a crafter learns them they retain them. The bases and high end items can still be limited use schematics.To prevent everyone from having the optional components make them aquireable only by factioned playersabove a certain rank. Also, to prevent munchkining, make the schematic non tradable (encoded to the receiver or something like that) and therefore require the crafter to attain that rank to get that perk. As a player gains in rank thenbetteroptional components are availablefor aquisition.On top of that allow for experimentation. This way there are rewards for climbing the faction ranks and these rewards can then aid in the GCW by providing superior gear.


I also approve of the crafting 'inside' bases. Specialized crafting stations can be added components to a base and the schematics only craftable at these specially 'coded' stations. Normal factories could still be used to make crated runs. This requirement would encourage factions to hide their bases to make them less likely to be attacked. Such things as craftable camouflage modules could 'hide' the base from any but the factioned players at range. The inability to truly 'hide' something from other players would make this requirement impossible to attain due to the short lived bases getting pasted right after they are set up.



My two cents


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Pawlin
Sat May 08, 2004 12:53 am
#24

First: I do want GCW items. I would like the increased renewable business and the added role we'd have in the GCW itself.


Regarding the PvP role and overt / TEF status:


First let me say how ever they decide to do it is fine and I'll live with it as long as we actually get GCW items to make.


Having said that I do have a preference on how I'd like it to be implemented...


In general the game design does not currently agree with the idea that a crafter making items used in PvP should be forced into PvP participation. PvP is entirely optional and you can craft whatever you want and never do PvP.


e.g. Weaponsmiths can be neutral and never do PvP yet they can make guns, rifles and heavy weapons and then hand them over to Overt PvPers who turn around and kill another player using the gun in question. And the Weaponsmith never has any risk of PvP unless they choose voluntarily to go overt or duel someone.


So I don't feel it should be an absolute: you make any GCW item = you get TEF.


However, once you exceed a certain threshold for the items I do think that overt status can be justified for creating "implements of war".


For example: If in the RL I was building a Tank in my back yard I think that would be a pretty obvious thing the local authorities would consider a problem especially if there was a rebellion going on. But if I am just hand crafting a hunting rifle from a kit then thats not something that would really warrant any big concern.


I think the line should be drawn betweeen what is obviously military level hardware and what has conventional uses. Pretty much anything an architect would make for the GCW is at the military level. Bases and turrets are obviously not something an individual would use for personal protection.


But fair is fair... what about the weaponsmiths? If they can make a 100 flame throwers and sell them to 100 overt imps and have no risk of PvP yet we get a TEF or are required to be overt to make / sell one small turretthen how is that fair? Flame throwers are pretty obviously military hardware.


You could also take into consideration the volume of the items sold. Maybe 100 flame throwers would equate to 1 turret?


I'm not sure what a fair solution is. But I don't want architects to be one of the only professions who's GCW contribution is considered an act of war while weaponsmiths can sell flamers, armorsmiths can sell composite armor, chefs can sell food buffs, doctors can sell stat buffs, etc all with no similar consequence. But I just don't see how you can put everyone in risk for all this.


I think implementing this something along the lines of the imperial crackdown might make sense. And then you can have varying probabilities for getting TEF based on the severity of your actions. There would have to be a rebel equivalent so this woudl also affect the imperial alligned players.


So basically my postion on TEF/overt status is that it could make some sense but it should be done in a fair way that similarly impacts other crafters in a way that works well across the board. But whatever they do I'll live with cause I just want the GCW items.



Requiring that crafting be done in bases: No I disagree with this. We should not be required to go to to a base to craft GCW items. It doesn't make too much sense to me and would just be a big pain.


Why should I need to be in a rebel base to make a turret? I can build guild halls, statues and just about anything/everything in my own home right now. Why woudl a military base be required for me to craft military items? They are military bases, not crafting workshops. Just doesn't make sense to me.


And it could/would be a giant pain in the arse. I don't want to have to travel half way across the world to the closest faction base just to make a stupid rebel bookshelf or something. What if there isn't a rebel baseon your planet right now? Then what do you do?


For me this doesn't add any excitement to the game, it just makes it a pain and doesn't really make too much sense.





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Fidgiter
Sat May 08, 2004 7:43 am
#25


I don't get it with this neutral / mercenary thing.


What is the point of being a factional architect? So you can get flagged and killed? What is there to gain from it either for the architect or the cause (s)he joins?


Nothing. Zippo. Notta.


In terms of being able to have a meaningful role in the GCW you have to be a combatant. If a crafter wants to take the risks that are inherant to being part of a faction there should be some reward and there should be some contribution they can make. It makes total sense that the role of the architect in the GCW would be the construction of fortifications but any such activity should also have a magnfied risk while such an activity is underway.


Neutral Architects can pick up the slack in other crafting endevours and continue being well. It's a matter of choice and I for one want to be able to make that choice. If you don't want to do it, then don't. If you want to profiteer from both sides switch factions often. It's easy and cheap to do. Nobody would be forcing you to do anything. If you want the opportunity, you take the chance. If you want to stay safe you skip the opportunity.

Message Edited by Fidgiter on 05-08-2004 07:51 AM



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Dvnce
Sat May 08, 2004 10:12 am
#26

By .. Not being willing to choose a side.. means that we are not standing true to what we have been asking for.. Being A part of the GCW.. we are instead saying... hmm there are things I am missing out on building..


can .. I go up against a commando? gosh .. only if he lags for about an hour.. and misses me about 30 times in a row.. But I can be a support line to the war.. Thus .. Now I have impact on the war...


Yeah IN RL. There are companies that make bullets for everyone.. but.. Right now this game there are parts of the GCW that not only do you have to join a faction .. you have to be Overt as well to use.. It is a specific Perk to reward those people for taking that risk ...


Most people I have talked to .. Want to be apart of the GCW for the story line.... even if we build this stuff I really dont see it becoming our cash cow.. it will take a lot to knock harvesters off as the top provider..


There are ideas that If you die while crafting that the schematic is lost too.. ( and this is coming from the ones that would be paying for the schematic with their hard earned faction points) then here there would be a real lose rather than just an annoying walk from the clone center..


I am sorry though some subcomponants.. could be built by a nuetral .. you would never see in the RW application on side using the same contractor as his enemies to build a base.. it wouldnt happen..


That is why I really like the idea that .. everyone can build the decoration items.. and the new subcomponants that would have to be created for the larger items... but if you have to be Overt to use the Item that is to be crafted.. you have to at least be aligned to that factionto craft it.. this really would be the most realistic approach ..






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Im Not Dead Yet Careful I bite

Heed the warning

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