Armorsmith Archive

Thread: New Recyclers: Reverse Engineering Resources

JediMasterCarlito
Wed Oct 05, 2005 8:42 am
#1

I've been thinking about this for some time, and I'm sure it has been posted before. I know this might not be the "proper" place for it, but I'm not sure exactly where it should go.


I think we need a new type of resource recycler in the game. This one however allows you to reverse engineer a set of resources instead of making a pile of garbage resources. These can be make much like the current recyclers, where you needed several looted components to make just one, and there are different types for each major resource category (Mineral, Chemical, Flora, etc.).


Here's how it would work.


Open up your chemical recycler. It will ask you what kind of chemical category you wish to reverse engineer (fiberplast, polymer, etc). For this example, we're choosing polymer. Then it will ask you to place 5 different polymer resources in the "hopper". You may place however many you want of each type, up to 100k, but no less than 2 units, because it costs 1 unit of each resource to "process" the reverse engineering. So let's say I place in the following (all resources from Eclipse), 50,001 units of each one:



Fehimatze - 394dr / 635ma / 63oq / 998sr / 456ut

Carbokaekek - 189dr / 504ma / 275oq / 806sr / 996ut

Oteup - 998dr / 801ma / 704oq / 233sr / 14ut

Anesate - 650dr / 1000ma / 357oq / 780sr / 405ut

Enientiam - 23dr / 828ma / 1000oq / 623sr / 682ut


Hitthe manufacturebutton, and it starts processing the resources. It takes 15 seconds per 10,000 units to process. Out comes the follow:


Generic Polymer - 998dr / 1000ma / 1000oq / 998sr / 996ut, 50,000 units worth.


This seems like a simple concept to me. And would add a very nice twist to crafting in general. What do you guys think? I hope to get a dev comment and see if this is feasible / reasonable.




Vamir Daba Hermit of Naboo Eclipse
Sarynn Daba Jedi Knight Eclipse

Star Wars Galaxies Developers: "Much work remains to be done before we can announce our total failure to make any progress."

JediMasterCarlito
Wed Oct 05, 2005 8:43 am
#2

I've been thinking about this for some time, and I'm sure it has been posted before. I know this might not be the "proper" place for it, but I'm not sure exactly where it should go.


I think we need a new type of resource recycler in the game. This one however allows you to reverse engineer a set of resources instead of making a pile of garbage resources. These can be make much like the current recyclers, where you needed several looted components to make just one, and there are different types for each major resource category (Mineral, Chemical, Flora, etc.).


Here's how it would work.


Open up your chemical recycler. It will ask you what kind of chemical category you wish to reverse engineer (fiberplast, polymer, etc). For this example, we're choosing polymer. Then it will ask you to place 5 different polymer resources in the "hopper". You may place however many you want of each type, up to 100k, but no less than 2 units, because it costs 1 unit of each resource to "process" the reverse engineering. So let's say I place in the following (all resources from Eclipse), 50,001 units of each one:



Fehimatze - 394dr / 635ma / 63oq / 998sr / 456ut

Carbokaekek - 189dr / 504ma / 275oq / 806sr / 996ut

Oteup - 998dr / 801ma / 704oq / 233sr / 14ut

Anesate - 650dr / 1000ma / 357oq / 780sr / 405ut

Enientiam - 23dr / 828ma / 1000oq / 623sr / 682ut


Hitthe manufacturebutton, and it starts processing the resources. It takes 15 seconds per 10,000 units to process. Out comes the follow:


Generic Polymer - 998dr / 1000ma / 1000oq / 998sr / 996ut, 50,000 units worth.


This seems like a simple concept to me. And would add a very nice twist to crafting in general. What do you guys think? I hope to get a dev comment and see if this is feasible / reasonable.





Vamir Daba Hermit of Naboo Eclipse
Sarynn Daba Jedi Knight Eclipse

Star Wars Galaxies Developers: "Much work remains to be done before we can announce our total failure to make any progress."

Sorez
Wed Oct 05, 2005 9:07 am
#3

Yeah right... ok



Are you serious ?


JediMasterCarlito
Wed Oct 05, 2005 9:17 am
#4






Sorez wrote:

Yeah right... ok



Are you serious ?







Yes I'm dead serious. I'd like to hear your comments since you obviously believe this is a negative.




Vamir Daba Hermit of Naboo Eclipse
Sarynn Daba Jedi Knight Eclipse

Star Wars Galaxies Developers: "Much work remains to be done before we can announce our total failure to make any progress."

Carason
Wed Oct 05, 2005 9:24 am
#5



In my opinion, this wouldn't go over very well. It would be FAR too easy to get a huge supply of near perfect resources, and all crafters would then be exactly the same (especially with the 2% resource quality buffs).


I could possibly see an AVERAGE of multiple resources, but not a "best of stats" like what is done in re-engineering.


The downside now is.... there's just not much of a use for recycled stuff with 200 stats across the board. I've got 4 of the recyclers sitting in my shop, and I rarely use them. They should try and use Recycled Resources in some of the existing schematics in each profession.



Message Edited by Carason on 10-05-2005 12:27 PM

edit: Ooooh! Better yet.... allow you to grind down a bunch of stuff into usable "energy" to power harvesters and factories!!! THAT would be a big help! (this is not meant to be a negative toward Architects' Fusion reactors.... you know what I mean )

Message Edited by Carason on 10-05-2005 12:33 PM





Carason - *FORMER 12pt Master AS (RIS Certified) / *FORMER 12pt Master WS
Jai' - Master Ranger/Elder Jedi, Kyan' - Master BH/Master Rifleman
Sher Kar ==Hall of Shame== List
pykescylla
Wed Oct 05, 2005 9:34 am
#6

Creative thinking alert! I've notified the moderator.

I still against anything that makes armorsmithing even easier. One's ability to bird-dog resources and maintain production is about the only thing that sets an elite smith apart these days. But maybe that's just because I'm able to cap all my armors so I'm not desperately waiting for a decent shift of polymer.



Pyke Winoda
Retired Master Armorsmith w Reformed Smuggler w Former Mayor
Twelve-Point Smith w RIS Certified
DREADNOUGHT Armor w Saldara, Dantooine 6690 -4626

JediMasterCarlito
Wed Oct 05, 2005 10:39 am
#7






pykescylla wrote:
Creative thinking alert! I've notified the moderator.

I still against anything that makes armorsmithing even easier. One's ability to bird-dog resources and maintain production is about the only thing that sets an elite smith apart these days. But maybe that's just because I'm able to cap all my armors so I'm not desperately waiting for a decent shift of polymer.





I also can create capped armor (unlayered) of any type except assault (currently at 6983). I couldhit the cap but I don't use resource crates, period, for unlayered or layered stuff, outside of when I make RIS, maybe BH, and of course Mando if that ever happens.


Also note, I wouldn't say this makes things "easier". The resources I noted above are not recent shifts whatsoever. They are very spread out. I gave that example as a "best case scenario" using the best resources for each stat. Obviously to create such an uber resource you'd need to either hoard resources for a long time, holding out until you can create a "perfect" resource, or get extremely lucky and have back-to-back-to-back-to-back-to-back excellent shifts that work out in such a way to your favor.


So if you take the 1,000 foot view, yeah it would seem that it would make capping armor or any other craftable item in the game easier, it wouldn't really work out that way. You'd still need the great resources combined to do such a thing.





Vamir Daba Hermit of Naboo Eclipse
Sarynn Daba Jedi Knight Eclipse

Star Wars Galaxies Developers: "Much work remains to be done before we can announce our total failure to make any progress."

ocili
Wed Oct 05, 2005 11:00 am
#8

I think an idea like this would be great. Take someone like me, a grinding armorsmith, who is also just getting into the crafting side of the game. I do not have hordes of great resources. In fact, I have nothing cept grind stuff that I just bought. (Well, I do have like 700k of the recent Endor Scaley hide that just went out of shift.) So for someone like me, who it will take months/year to get the resources I need to compete with long standing crafters, this is a great idea.


I understand the whole concept still means it could take people a long time due to whats in shift, etc, to get the "perfect" resources. That being said too, I can see the down side to it already. The long standing crafters will always have that leg up, so to someone like them, then can user lesser resources and put together stuff we newer crafters can only dream of.


I know I still don't havea clue when it comes to what resources make the best for armorsmithing, but to me, an idea like this would be great!





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LeviticusD
Wed Oct 05, 2005 11:29 am
#9

I agree that this will only hurt newer smith more than help them. Long standing smith's will have months and months of spawns to choose from to make their perfect resource. It will set a bar that will be almost impossible to compete for anybody else. Short term, it will make it easier for a new smith because the AS's haven't been looking for "recycle worthy" resources. In six months, it will be impossible for anyone else to compete.




LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
VENDORS -3500, -5866 Lok
Tagapagligtas D'Mundo-Oakley/Lalaki Oakley
pykescylla
Wed Oct 05, 2005 11:42 am
#10

What it would really allow you to do it take advantage of materials that very high lower-end gates on shook resistance. You could throw some kammris iron together with any high OQ iron and have some lovely stuff for segments. Same thing with duralloy steel. Given my stockpile of second-best resources, I'd never have to survey again.

If these things were widely availabe, I think you'd see even more fields of static harvesters as resource quality becomes less important and resource volume becomes more important.

It boils down to instant gratification. You could now buy two stacks of 6 cpu resources and combine them into one stack of 20 cpu resources. Let me tell you, folks, once you've capped your unlayered armor, there's not a lot left in armorsmithing to really challenge you.

That said and ignoring how the current crafting system works, I've always though it would be interesting to have a profession that refines resources. We skip that step in SWG as we are able to get all kinds of exotic alloys right out of the ground. In the real world, plain ol' aluminum is nearly useless until it is combined with another mineral like magnesium or manganese to create strong, light alloys. We certainly don't find steel in the ground; we find iron ore that must be processed and combined with carbon, manganese, and some other elements to make your basic steel.

But since crafting doesn't seem to be moving toward the more-complicated end of the scale, I don't think I need to be worried about this anytime soon.



Pyke Winoda
Retired Master Armorsmith w Reformed Smuggler w Former Mayor
Twelve-Point Smith w RIS Certified
DREADNOUGHT Armor w Saldara, Dantooine 6690 -4626

LeviticusD
Wed Oct 05, 2005 11:57 am
#11

I do like that idea Pyke. Having to combine certain resources to create the ones needed for your craft. It's complicated and would definately and a new factor to game play (which I'm sure many wouldn't want), but I like it! Isn't that sort of the concept on some of the force crafting stuff too? I haven't done them yet, but don't you have to combine some of the resources to make a "refined" version?




LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
VENDORS -3500, -5866 Lok
Tagapagligtas D'Mundo-Oakley/Lalaki Oakley
JediSpam
Wed Oct 05, 2005 4:53 pm
#12

Yeah, I think and resource refiners would be really nice.

As long as it's as complicated as pre-CU armorsmithing.



Hormel Spam

Whether you're rich or poor, it's nice to have money.

MonKaiku
Wed Oct 05, 2005 6:50 pm
#13

nice concept but won't work


you are asking for devs to let us make perfect resources by picking best stats


it should average them, not pick the highest





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