Armorsmith Archive
Thread: New Recyclers: Reverse Engineering Resources
Hitthe manufacturebutton, and it starts processing the resources. It takes 15 seconds per 10,000 units to process. Out comes the follow:
Hitthe manufacturebutton, and it starts processing the resources. It takes 15 seconds per 10,000 units to process. Out comes the follow:
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.
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
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.
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. ![]()
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!
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.
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