Architect Archive

Thread: New Profession Idea

Tarthos_Intarca
Thu Dec 11, 2003 2:43 pm
#1

Ok in my last post (which didn't go off like i meant it) i mentioned the refiner as a new profession and to do away with steel and create another profession.


Here's a new conecpt based on the idea of refining.


you how Bio-engieneers can alter the stats of animals. Make a profession to allow the chatacter to alter the stats of a resource! allow characters to mix experiment and create differnt minerals in batches and allow us to manipluate the stats. make it more conductive, malablie, or shock reistant. ect.


What do you guys think objectively.


Tarthos




Ishtar - Naritus - Master Bounty Hunter/ Master Pistoleer - Current Jedi Kills: 3
Home: Dantooine - just north of the MO
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BristaAB
Thu Dec 11, 2003 3:38 pm
#2

I think you need to put some work into it and make a reasonably strong case for it if it's going to appeal to people


At the moment it sounds like a no-brainer - yes, I'll master this and turn all my 500 stat stuff into stuff that is 1 in the properties that don't matter to me and 999 in the ones that do


That sort of makes a lot of the current system pointless


But I expect that isn't what you had in mind so perhaps you could go into a bit of depth




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Tarthos_Intarca
Thu Dec 11, 2003 3:51 pm
#3

Your right but to make it balanced the change would be liek slicing it can only happen once, and the original stats would determine the degree of change possible. the entire professtion would b to be able to take the minerals that have stats in the 400 range and jump it to maybe 700 to 800 ranges not make it like stat migration.


can a bio eng just pick what stats on the creature he wants set them all to 1 the others to 999. also the way you affect the stats is to combine it with another resource so more like an alchemist more than a refiner.


but keep it in the prefession take carbonite ore and be able to extract a more specific resource from it. take bagri and extract an iron from it. sort of thing.


why i posted was so that it could be a comunity profession for every one to give better balancing aspects maybe this thread will attract devs and maybe Archangel will take it to them who knows but this will need to biol in the forums a while.




Ishtar - Naritus - Master Bounty Hunter/ Master Pistoleer - Current Jedi Kills: 3
Home: Dantooine - just north of the MO
I Have an Inner Glow. The Force Is Strong In Me!
Hypnosia
Thu Dec 11, 2003 5:28 pm
#4

well, here's another wall for ya, i recall the devs saying that it's already a pain with all the items in game because of this game's mechanics of serializing individual items. so... basically to them, u want to make a whole new profession, who's entire job is to make a whole new line of crap to kill even more server space?


towards the crafting professions, u expect us to go thru yet another step just to make those items? (in archi terms) u expect us to go thru yet another step just to make those items that sells for ridiculous prices? (especially with holo-induced archi's running around)


c'mon...just listen to what people have been talking about and:


give us back the miner profession (or) give archis more lots


and...


let us customize furniture.


please don't make resource even more of a b*tch than it already is right now. vehicles are a good step towards lowering the downtime for harvester maintenance runs, tell me i don't need to find yet another person/account just to 'refine' those materials.




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Tarthos_Intarca
Thu Dec 11, 2003 6:16 pm
#5

Exclude it from holocrons! that takes care of most of them.


newyz they are not new items use the same crafting sattions (chemical one most likely) same harvesters


the only thing they would have to actually "create/program" it the profession XP the names, tree, and the endresult equations of the final "new Mineral" which can be minerals that used to be in the game that they have nerfed, the ones with exceptional stats.


the only itewms they would even want to create is possibly a new crafting tool. make it just like building


the most you would want it three different minerals, the schematics would be like xx/xx resource1 and xx/xx resource two then i higher level you might have a third but that would be a lot of work. assign all common and current reosurces a hidden "conversion modifier" then take skill into consideration then experimentation could have only two or three areas


IE: Mal (or the ease of experimentation; lower risk and critical%) Toughness (strength/shock resistance, more geared toward sturctures) and Effectiveness (geared toward conductivity and entaglement; for the weaponsmith and armorsmith)


this profession would lower the number archis doing the mining and make resource harvesting even more fun.


about the price; yes it would be up to the customer but because you can make it in batches of 2 to 4k you can sell it to other artisan based prefessions for only well 4k i would sell at about 12k if on the bazzar, less PvP but your right the pricing would require players to be moderate. they would have to be because all the archis make due already so they would have to win business by serving a supierior resource for the same price (or just slightly elevated to account for lost minerals)


for the end result lets say the schem called for 2k of ore and 2k of aluminum the end result should yeild about 3700 minerals of improved which could be a lesser ratio with the new crafting tools efficencys rating




Ishtar - Naritus - Master Bounty Hunter/ Master Pistoleer - Current Jedi Kills: 3
Home: Dantooine - just north of the MO
I Have an Inner Glow. The Force Is Strong In Me!
Tarthos_Intarca
Fri Dec 12, 2003 6:11 pm
#6

Here we go, The profession would branch off surveying, the four legs would be 1. Matter control (the basis of the profession) 2. Harvester placement (being able to place harvesters on a slope) 3. Polyalloy Experimentation (to add the third resourceinput/output ratio) 4.Detailed Surveying (ability to see the "hidden stats" of the resource)


ok the XP is geenerated for 1 by just completing a "batch." 2 by maintianing harvseters (like a politicain update every week; might want to put a variable in there) 3 sucess in experimentation phase of crafting and 4 by exploiting the hidden stat in the crafting.


The new Crafting tool efficency would be a modifyer for the input/output ratio.


Any ideas? please post, any concerns, post any sugesstions, post (try not to tell me to drop dead though, lol)




Ishtar - Naritus - Master Bounty Hunter/ Master Pistoleer - Current Jedi Kills: 3
Home: Dantooine - just north of the MO
I Have an Inner Glow. The Force Is Strong In Me!
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