Architect Archive

Thread: Making a house or sewing?

Eugee
Mon Aug 18, 2003 5:11 pm
#1

I'm only a dabbling Architect. I'm learning Installations because I play mostly as a prospector and I'd rather make 8 heavy harvesters myself, rather than buy them. So I'm looking at making a factory, and notice I need a component from Buildings I in order to do this. Well, bummer. But I can understand, after all, it you can make a Stim Pack D with Organic Chemistry IV, but you need a lot of Pharmacology to actually use it.

So I scan up the rest of the schematics to see what else I can't make without another skill from another tree. Surely not Large House? Oh wait, I have to be a Master Artisan!? Now excuse me, but I think this makes no sense.

A Master Architect has the schematic to build a GUILD HALL, but because he never learned how to make Jawa Beer and Travel Packs, he can't make the damned guild hall!?

I suppose that for a Master Pistoleer to use a DX2 Blaster Pistol, they need to have mastered Rifle, Carbine, and Support IV first?

It just seems *really* crappy to me that you can reach a schematic that you can't make without a discipline OUTSIDE your profession. If you haven't mastered Business IV? Obviously you have no business making a guild hall.

So buying the parts from a Master Artisan won't be that big of a deal, but it's really... well... **edit**ty that a Master Architect can't make the schematics they have.



Jaysen Haebdun
Master Doctor | Master Gunfighter
Ropock
Mon Aug 18, 2003 5:26 pm
#2

Eugee,


The point in doing cross profession items like this is to force interaction in the community or very specific players.


It also helps provide a revenue stream for other professions. If you want to make the most effective crafting stations you would need droid storage compartments from a DE as well.


Armorsmiths need Tailors to create items for them as well. It happens in most professions to promote community involvement.


The solo player may not like it and find it tougher to play, but this is strictly a player driven economy and without these type of crossover items the economy becomes very limited. Just ask any architect, the only thing we make that other players even kind of need is crafting stations and harvesters. And our profession is drastically reaching for renewable income now. I have a tailor friend who at the second level of one of her trees can make an item that her neighbor really needs so the 2 of them have formed a partnership that is beneficial to both of them.


Its the way the game works for everyone.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Homeslice
Mon Aug 18, 2003 5:38 pm
#3






Ropock wrote:

Eugee,


The point in doing cross profession items like this is to force interaction in the community or very specific players.


It also helps provide a revenue stream for other professions. If you want to make the most effective crafting stations you would need droid storage compartments from a DE as well.


Armorsmiths need Tailors to create items for them as well. It happens in most professions to promote community involvement.


The solo player may not like it and find it tougher to play, but this is strictly a player driven economy and without these type of crossover items the economy becomes very limited. Just ask any architect, the only thing we make that other players even kind of need is crafting stations and harvesters. And our profession is drastically reaching for renewable income now. I have a tailor friend who at the second level of one of her trees can make an item that her neighbor really needs so the 2 of them have formed a partnership that is beneficial to both of them.


Its the way the game works for everyone.






Yeah. What he said.
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