Armorsmith Archive
Thread: Ideas for AS/Crafters in the GCW
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linusboarder
Tue Aug 24, 2004 7:40 am
#1
Hi this post is to hopefully get the Dev's thinking on how to incorporate Armorsmiths and Crafters in the GCW more. Right now i don't see much of a reason for crafters to align themselves with either side, and i was hoping if everybody started coming up with ideas now we could get the DEV's attention and give them some idea's. So i hope everyone posts some ideas here.
My first idea would be to have faction specific armor. Imp. Aligned AS's could craft different types of stormtrooper Armor (with maybe masters even being able to craft the Red Emperor's Guard Armor or something like that) and Rebel's could craft Rebel Specific Armor as well. Of course in order to craft the different types of armor an AS would have to have the right skill box, AND a certain amount of faction points. I think this could carry over into the other crafting professions as well (Rebel/Imp Specific buildings, weapons and even droids)
Ok i hope this becomes a popular link so that the Dev's take a look at it
Send Your Suggestions
My first idea would be to have faction specific armor. Imp. Aligned AS's could craft different types of stormtrooper Armor (with maybe masters even being able to craft the Red Emperor's Guard Armor or something like that) and Rebel's could craft Rebel Specific Armor as well. Of course in order to craft the different types of armor an AS would have to have the right skill box, AND a certain amount of faction points. I think this could carry over into the other crafting professions as well (Rebel/Imp Specific buildings, weapons and even droids)
Ok i hope this becomes a popular link so that the Dev's take a look at it
Send Your Suggestions
Nooonan
Tue Aug 24, 2004 9:54 am
#2
Faction armor would be great as long as both were based on the same resistances and stats. Basically the same armor with different skins.
Perhaps something comparable to composite.....the only catch, you have to be declared to wear it, just like any current faction armor.
Clov
Tue Aug 24, 2004 11:20 am
#3
I think to become overt you should HAVE to be wearing either a faction uniform or 60% of a suit of faction armour.
Faction Armour should be made by armoursmiths who buy the appropriate limited use schematic. Armoursmiths should be able to sell the amrour they make for both credits and faction points to buy new schematics.
With this system normal armour would be cheaper and used for hunting and non pve combat while the faction armour would be more expensive but nesacary for pvp.
Taylors should be able to buy schematics for faction uniforms. If someone is wearing the appropriate uniform they should be able to display their faction rank as their title.
Imp droid engneers should be able to buy AT-ST schematics and Reb engineers should be able to build a rebel equivelant.
Weaponsmiths should be able to buy "faction certifications" which they could "stamp" on their weapons to approve them for pvp use. This would also give the weapons a slight bonus.
this is a far out one but... what if Bio-engineers could buy genetic material to clone stormtroopers? And the rebel ones could clone Taun-Tauns (the rebel mount on hoth in empire). The Taun-Taun could be a super mount that could keep pace with a speederbike!
Faction Armour should be made by armoursmiths who buy the appropriate limited use schematic. Armoursmiths should be able to sell the amrour they make for both credits and faction points to buy new schematics.
With this system normal armour would be cheaper and used for hunting and non pve combat while the faction armour would be more expensive but nesacary for pvp.
Taylors should be able to buy schematics for faction uniforms. If someone is wearing the appropriate uniform they should be able to display their faction rank as their title.
Imp droid engneers should be able to buy AT-ST schematics and Reb engineers should be able to build a rebel equivelant.
Weaponsmiths should be able to buy "faction certifications" which they could "stamp" on their weapons to approve them for pvp use. This would also give the weapons a slight bonus.
this is a far out one but... what if Bio-engineers could buy genetic material to clone stormtroopers? And the rebel ones could clone Taun-Tauns (the rebel mount on hoth in empire). The Taun-Taun could be a super mount that could keep pace with a speederbike!
Clov
Tue Aug 24, 2004 11:21 am
#4
Oh yeah i forgot to mention, when I say crafters buy schems, i mean they buy them with faction points.
linusboarder
Tue Aug 24, 2004 11:54 am
#5
Clov
I love your ideas. I especially like the idea of only being able to go overt if you have on factional armor. I hope people keep the ideas coming
I love your ideas. I especially like the idea of only being able to go overt if you have on factional armor. I hope people keep the ideas coming
linusboarder
Tue Aug 24, 2004 1:56 pm
#6
Sobyv wrote:I think for standard faction armor the armor should reflect your rank on your shoulders or pattern or something, but it would change automatically from user to user.
I think it would be better to have a factioned tailor make you the rank, and then you could only apply it to the armor if you were of the appropriate Rank. (In Real life Military, If a promotion is given the cadet has to sew his rank onto his new uniform), that way interaction between characters would be encouraged.
linusboarder
Tue Aug 24, 2004 2:00 pm
#7
Khristen wrote:I definitely .The whole thing I think that has been struggled with as far as a crafter's role in the GCW is what is the risk for them to be factioned. And it's not something I really have an answer for. There has to be some kind of potential repurcussions for being involved with one faction or another. How to bring that into play in a logical way that wouldn't kill a crafter (like a TEF....I can just imagine the horrors that brings. Spatial: A prototype object has been placed in your inventory. UberL33tImp hits you for 11ty points of damage. You have died. Requesting clone activation....)
Hmm, there's a whole new set of Questions to comprehend, so i guess i can modify this discussion. Let's hear some ideas about How to incorporate Crafters, and also what crafters can risk?
I don't have any ideas yet
SicariusD
Tue Aug 24, 2004 2:29 pm
#8
I think that the TEF idea isnt the best to pose the potential risk for the crafter as most crafters are low to none combat anyway, what i think would be kool and add to the roleplay (as apposed from what the Devs usually do) is give the crafters a myriad of faction stuff to craft, and by crafting they get FP (faction Points) and then use those faction points on schems for Rank specific uniforms, weapons, buildings and such as has allready been stated, but to TEF the building or shop in some way, now im unsure how to go about this, but in real life known storhouses, weapon caches, or suppliers are found, then their houses/buildings get bombed. There is a known terrorist hideout *boom* we hit the building, a high ranking Imperial official in an obvious military house (ie one crafted and available only at their rank) is going to get it targeted by Rebels. In just the same way bases are hit, now this is just a rough thought but i think it has potential to make it FUN to be factioned and risk is all part of the fun, god mode is fun for a very short period. Making the crafters involved in the GCW i believe is the biggest, and most important task for the devs, and I'm no crafter, i'm comming from the combat side of things, but if u give crafters specific things to make in realation to the GCW you help them feel part of the fight, you give me new toys and reasons to earn rank and you give the economy another way to suck my credits in and more places for the resource collectors to sell their wares.
Khristen
Wed Aug 25, 2004 12:32 am
#9
I definitely think it's a great idea for crafters to have their part in the GCW. I know they've been talking about it and ways to do it, but I haven't heard anything real specific yet from them.
I would LOVE to see Royal Guard uniforms in the game as craftable by Armorsmiths. And the idea of incorporating tailors as well for regular uniforms. That way the armor could be comparable to the other crafted armor and you might see more of it in the game. Admittedly, stormtroopers were pretty easy to kill in the movies, though.....
The whole overt/covert status as it currently stands bugs me because it's simply a PvP on/off switch. How do I, as a roleplayer, know that the guy wearing a full suit of composite--just like everybody else's full suit of composite--is an Imperial/Rebel? Now if I see a group of Stormtroopers coming down the street.... The Rebels aren't really meant to be "overt" in my opinion. They worked behind the scenes and it was only in their safe areas that you saw them in actual uniforms and such. But certainly that would be one way to obviously tell that they were part of the Rebel Alliance. Overt, by definition, suggests that a person is obviously something. Now I'm not about to get into the definition game, but it just makes more sense to me for "overts" to be in uniform. And by all means make those uniforms craftable.
The whole thing I think that has been struggled with as far as a crafter's role in the GCW is what is the risk for them to be factioned. And it's not something I really have an answer for. There has to be some kind of potential repurcussions for being involved with one faction or another. How to bring that into play in a logical way that wouldn't kill a crafter (like a TEF....I can just imagine the horrors that brings. Spatial: A prototype object has been placed in your inventory. UberL33tImp hits you for 11ty points of damage. You have died. Requesting clone activation....)
Sobyv
Wed Aug 25, 2004 12:39 am
#10
I think for standard faction armor the armor should reflect your rank on your shoulders or pattern or something, but it would change automatically from user to user.
linusboarder
Wed Aug 25, 2004 7:19 am
#11
Ok i thought of an idea for the risk involved for crafters. What if the crafter needed say special rebel/imp crafting stations and factories, and those buildings could be destroyed by someone of the opposite faction as long as they were overt. This would cost the Crafter time and money, and even materials, but it would also keep the crafter alive since a lot of crafters can't really defend themselves. Also i think these factioned crafters should be able to build small defenses for their factories and crafting stations
What does everyone think
What does everyone think
Clov
Wed Aug 25, 2004 11:09 am
#12
Simple way to apply risk to factioned crafter.
1.To sell faction goods on their vendor a player must declare the building as overt.
2. Overt building are targetable by players of the opposite faction.
3. When a overt buliding is attacked some of its maintenence pool is given to the player who caused the damage.
4. When the maintenence pool is brought to 0, then the building starts taking damage.
5. A overt building can only be brought to 50% health. When this damage limit is reached it reverts to its covert status and only players on the buildings admin list can enter it. The shop is effectively closed down. An email is sent to all players on the buildings admin list explaining the shop has been closed down and will die soon from degradation unless more maintenence is paid.
6. When an overt building is attacked an email is sent to all players of the same faction with a wp.
7. Overt buildings, npc cities and overt player cities exert a zone of control in a radius around them.
8. A building can not be declared if it is in an enemies building/city zone of control.
9. Players can leave their faction pets as guards in the zone of control of their shop.
10 Buildings can be set to "neibourhood watch" mode. When in this mode if another faction building (similarly set to "neighbourhood watch mode") nearby is attacked it will send the faction pets guarding it to help in the defence.
11. Only covert and overt players of the same faction can enter a declared building.
12. players can setup faction turrets in the zone of control of their shop.
1.To sell faction goods on their vendor a player must declare the building as overt.
2. Overt building are targetable by players of the opposite faction.
3. When a overt buliding is attacked some of its maintenence pool is given to the player who caused the damage.
4. When the maintenence pool is brought to 0, then the building starts taking damage.
5. A overt building can only be brought to 50% health. When this damage limit is reached it reverts to its covert status and only players on the buildings admin list can enter it. The shop is effectively closed down. An email is sent to all players on the buildings admin list explaining the shop has been closed down and will die soon from degradation unless more maintenence is paid.
6. When an overt building is attacked an email is sent to all players of the same faction with a wp.
7. Overt buildings, npc cities and overt player cities exert a zone of control in a radius around them.
8. A building can not be declared if it is in an enemies building/city zone of control.
9. Players can leave their faction pets as guards in the zone of control of their shop.
10 Buildings can be set to "neibourhood watch" mode. When in this mode if another faction building (similarly set to "neighbourhood watch mode") nearby is attacked it will send the faction pets guarding it to help in the defence.
11. Only covert and overt players of the same faction can enter a declared building.
12. players can setup faction turrets in the zone of control of their shop.
linusboarder
Wed Aug 25, 2004 4:44 pm
#13
I really like your ideas i think they give everyone who goes into a faction a reason to be a little fearful
Some things i would suggest (being an architecht in a stagnant arch economy) Allow people to completely destroy the building. I think at times if you make people just pay money for the repairs. Also i think there could be different types of defenses for buildings. Maybe Buildings could have local weapons Turrets (made by factioned weaponsmiths) Building reenforcement (made by Arch's) Security Droids (made by DE's) and a Building Shield Generator (made by AS's). While the 1st three could be destroyed normally, maybe the Shied Generator would have to be sliced through by a smuggler, the bigger the building, the more advanced the building, the more advanced the defenses can be for it. I think this would really get Crafters involved in the game.
Some things i would suggest (being an architecht in a stagnant arch economy) Allow people to completely destroy the building. I think at times if you make people just pay money for the repairs. Also i think there could be different types of defenses for buildings. Maybe Buildings could have local weapons Turrets (made by factioned weaponsmiths) Building reenforcement (made by Arch's) Security Droids (made by DE's) and a Building Shield Generator (made by AS's). While the 1st three could be destroyed normally, maybe the Shied Generator would have to be sliced through by a smuggler, the bigger the building, the more advanced the building, the more advanced the defenses can be for it. I think this would really get Crafters involved in the game.
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