Architect Archive

Thread: Letters I wish I could Send My Momma.. (GCW Issue) 5-4-04

Dvnce
Wed May 05, 2004 8:34 am
#14






Darthdarklord wrote:

master arc's dont lose there stuff on critical fail's any more?? i thought?






Furniture yes.. structures nope




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Cafa
Wed May 05, 2004 9:18 am
#15






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





- Strength In Numbers - Loyal Subjects of the Empire
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Huntercrom
Wed May 05, 2004 11:09 am
#16

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.






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GogoDodo
Wed May 05, 2004 1:29 pm
#17

i think its funny that hes now the 'love dvnce'


G



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
Dvnce
Wed May 05, 2004 2:45 pm
#18






GogoDodo wrote:

i think its funny that hes now the 'love dvnce'


G






im confused?




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Bandola
Thu May 06, 2004 12:14 pm
#19






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


?





__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Dvnce
Thu Jan 13, 2005 11:44 pm
#20

think its a good time to start this conversation again..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

ravingbantha
Fri Jan 14, 2005 10:37 am
#21

How about this idea instead.... A master crafter (architect, armorsmith, weaponsmith, tailor) Must first obtain a certain rank, either by faction or some sort quest system (for those with no fighting skill or hords of cash to buy faction) once they obtain that rank they must perform some sort of stupid crafting realted quest that has is mostly there for the entertainment value, like what dancers got. Once done they are given access to a perm. schematic in their data pad (same as RIS), however they must do a different quest for each schematic (yet more content) and each schematic has different rank requirements. This will allow crafters to get more involved in the GCW that way... if you drop faction you can no longer craft what your nor certified for....


Now the buyers still have to go back to a recruiter and turn in faction for the permits to build these bases. Now the permites can either be a one time deal but for much less faction... or they can be a perminent thing for the same faction costs. If they choose the latter they can place as many of those particular structures as they can afford to buy. Also make it that you have to be a certain rank in order to get that structure permissions.
Braydin
Sat Jan 15, 2005 1:15 am
#22






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.



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GummiShooter
Sat Jan 15, 2005 6:49 am
#23


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.


So why not implement a system where crafters can gain faction crafting points when they construct factioned items? See it as a two-tree profession, with crafting bonusses and new structures with each rank:



  • 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.

You can implement this for every crafter. You can also combine professions, so that for example a DE with high enough FC Experimentation can createhigh qualitycomponents for the HQ, so it's quality is positively affected when it is constructed by an Architect. That way, when you're group has multiple Master Faction Crafters, you will be stronger than a group without these persons.


I don't think it would be hard to implement. The developers already implemented seperate professions for the Force Sensitive skills, and this essentially works the same way. Of course, these skills won't take SP to learn either, because I believe any crafter should be able to join a faction, independent of the amount of SP (s)he has left.



EDIT: Ok I've got to stop posting before reading... It seems ravingbantha already had a similar idea, so let's just say I was expanding on that

Message Edited by GummiShooter on 01-15-2005 05:55 AM



Jayden | JM | Matan
Master Architect (12pt) - Master Force Crafting
Tatooine | Bestine | -3150 -3700
Niklesnitz
Sat Jan 15, 2005 9:43 am
#24






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.





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Emee
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GummiShooter
Sat Jan 15, 2005 10:18 am
#25






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.



Jayden | JM | Matan
Master Architect (12pt) - Master Force Crafting
Tatooine | Bestine | -3150 -3700
Dvnce
Sat Jan 15, 2005 11:34 am
#26






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.




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

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