Architect Archive
Thread: Letters I wish I could Send My Momma.. (GCW Issue) 5-4-04
Darthdarklord wrote:
master arc's dont lose there stuff on critical fail's any more?? i thought?
Furniture yes.. structures nope
Dvnce wrote:
Pawlin wrote:
I should have known you were an imp. /flail
j/k
I think its a good idea. I think that crafting GCW items might just be the one size fits all solution for us.
Regarding crit fails, I think they could just turn off crit fails on the factional 1 use schematics just like they turned them off for our buildings.]
oh .. and wanted to add... takes an imp to get things done
Damn Skippy!
Sgt. Fivo Asia ![]()
I can see the response to this from the Developers over this:
Dear Son,
It's nice to hear from you, but I don't think that your father, the Emperor, would really prefer that you go off making items for war. Yes, I forgot to tell you that the Emperor was your father, but that is a story for another time. Suffice it to say that I have talked this over with the Emperor himself, and I have also discussed this, via currior, with members of the Rebellion, i.e. Leia and Luke, and they would prefer to get their bases built the way they have been for so long. They hire from Outside the known galaxies and it saves them a ton of credits to do such. Although, your idea has merit to it, Emperor Palpetine just doesn't feel it necessary for you to learn new things in your current proffesion, however, maybe someday he'll have a new design for you to work on. He is considering having a new line of candles built and perhaps a few lights to add to those that he has already given to you to design and sell. He just doesn't want to see you over worked, and because he doesn't ask for taxes from you, he doesn't want you to be overburdened with alot of credits either, that someone may want to steal from you.
So, in closing my son, I would think that you would accept what the Emperor has already given you and be happy with that. Please take care of yourself, and stay away from those blasted Rebels, they may actually cause you to see the light. But that again, is another story.
GogoDodo wrote:
i think its funny that hes now the 'love dvnce'
G
im confused?
Dvnce wrote:
GogoDodo wrote:
i think its funny that hes now the 'love dvnce'
G
im confused?
I guess he is referring to your letter sig:
Love
Dvnce
?
Reegan wrote:
One potential problem that I can see with this idea. What happens when the crafter you go to gets a crit fail on assembly? Your one shot schematic that you spent all those faction points on just went poof. I think a better idea would to be to provide a limited use schematic, say 3 uses, and just enough of a non buildable subcomponent for those 3 uses? I think I heard something about a proprosed change at one point that would have subcomponents remain after a failed combine, and just loosing the raw resources. If that were added, they could give out just one of the non buildable components.
Other than that, I think its a great idea! I've really been disappointed in the lack of GCW content for non combat types. The ability to make GCW structures that was hinted at in the printed manual was the main reason I had decided on Architect back when I got the game. If something like this were added, I can easily see myself returning to the ranks of the crafters.
If you crit fail on a 1 use schematic, the window stays open and you put in new ingredients, so you dont lose the use of the schematic.. also the schematic charge isnt reduced until the crafting is completed any way. So there is no risk.
- Faction Crafting Experimentation: This will affect the quality, strenghtand general usefullness of the crafted item.
- Faction Crafting Assembly: This will affect the level of schematics you are able to learn. For example, only an Architec with FC Assembly 100 is able to learn the schematic for an HQ.
Message Edited by GummiShooter on 01-15-2005 05:55 AM
GummiShooter wrote:
I like this idea a lot, but it doesn't alleviate the fact that I can't *be* a part of a faction because I don't have any combat skills. And actually being a Rebel or Imperial is in my opinion neccessary tobe able to constructfactioned items.
I think this was brought up before about having to be in a faction in order to craft faction items. I was against it then and I am still against it and even moreso since SOE gaveshipwright's of any factionthe ability to craft any type of chassis.
The only thing I think faction should play a part, is if you are a rebel, then you can only craft rebel faction items. If you are Imp, then you can only craft Imp faction items, but if you are neutral, you can do both. Why you say? A nuetral is in the war for him or herself, if they choose to be in the war at all. They should be able to play both sides. I think SOE has ignored nuetrals all along. I don't even think they believe that nuetral is a faction when it should be.
Choosing a side should have trade-offs. Staying nuetral should give overall freedom, but that is not to say that joining a faction shouldn't have its own perks as well.
Niklesnitz wrote:
GummiShooter wrote:
I like this idea a lot, but it doesn't alleviate the fact that I can't *be* a part of a faction because I don't have any combat skills. And actually being a Rebel or Imperial is in my opinion neccessary tobe able to constructfactioned items.
I think this was brought up before about having to be in a faction in order to craft faction items. I was against it then and I am still against it and even moreso since SOE gaveshipwright's of any factionthe ability to craft any type of chassis.
The only thing I think faction should play a part, is if you are a rebel, then you can only craft rebel faction items. If you are Imp, then you can only craft Imp faction items, but if you are neutral, you can do both. Why you say? A nuetral is in the war for him or herself, if they choose to be in the war at all. They should be able to play both sides. I think SOE has ignored nuetrals all along. I don't even think they believe that nuetral is a faction when it should be.
Choosing a side should have trade-offs. Staying nuetral should give overall freedom, but that is not to say that joining a faction shouldn't have its own perks as well.
I agree with you on the neutral part. Maybe you can make a difference in quality. If you're neutral, you can make both Imperial and Rebel items, but they aren't as high quality as when a factional Architect makes them.
Niklesnitz wrote:
GummiShooter wrote:
I like this idea a lot, but it doesn't alleviate the fact that I can't *be* a part of a faction because I don't have any combat skills. And actually being a Rebel or Imperial is in my opinion neccessary tobe able to constructfactioned items.
I think this was brought up before about having to be in a faction in order to craft faction items. I was against it then and I am still against it and even moreso since SOE gaveshipwright's of any factionthe ability to craft any type of chassis.
The only thing I think faction should play a part, is if you are a rebel, then you can only craft rebel faction items. If you are Imp, then you can only craft Imp faction items, but if you are neutral, you can do both. Why you say? A nuetral is in the war for him or herself, if they choose to be in the war at all. They should be able to play both sides. I think SOE has ignored nuetrals all along. I don't even think they believe that nuetral is a faction when it should be.
Choosing a side should have trade-offs. Staying nuetral should give overall freedom, but that is not to say that joining a faction shouldn't have its own perks as well.
Most stories ( fiction and from history ) that I have read the person playing both sides always gets killed.. On the Fighting aspect of this game you have to choose a side to participate in the GCW I dont think it is fair for the crafting side to push to be included in the GCW and get special priveledges.