Artisan Archive
Thread: New skill: Forging
This is a great idea, it would get rid of the fact that some resources are not mined becuase there own stats are so low
This would also give us miners alot more freedom to mine materials nearer to where we are based(instead of walking for half-hour to get to our different mines)
I would love to see some new types as well such as GOLD - SILVER - TIN _ Zinc.
Copper + Tin + Zinc = brass or bronze depending on your mixture
I think the idea of using your odds and ends would be great and I dont think it would hurt those people to harvest metals to sell.
We are talking about low volume combines 1-10 units of several different metals mixed together maybe would return 70-80% of the total.
Amalgms can have unique or combined properties.
and of course this might require a new new like the crafters.
just some ideas for a great idea.
I don't see why they got rid of the Miner proffession. There is a lot they could use for it
Forging - Combination of like resources. The result combination would be less than the average for beginners, rising up to the average for experts.
Refinement - Being able to alter a stat on a resource with successes and failures dependent on ability, as well as how many stats you can affect and how many times (like experimentation).
Give the advanced extractors over to miners.
Higher surveying ability.
Current survey devices are lateral - they survey one resource over multple areas. I propose a machine that does the opposite: surveys multple resources in one area. If I look in the "Choose Resource" part of my Extractor it'll tell me all the resources right there and all their concentrations. Why not have a portable machine that does this? One for each resource type (Mineral, Chemical, etc).
Recycling - Able to take crafted items and get raw resources out of them. The percent yield as well as quality of material based on level.
Miners could deal strictly with resources and make a killing and would round off the Artisan block nicely.
If you have odds and ends left over then destroy them.
The resources are designed in such a way to promote turnover so once something runs out it is no good anymore.
If there was a way to prolong the usefullness of obselete resources it would mean bad news for resource gatherers trying to find new ones.
Does anyone know if the bone and hide resources change at all? I wouldn't think they would, but I have some odd leftover bone that isn't getting added onto when I harvest for bone.
Aazhia Korano
ChloeAeryn wrote:
Does anyone know if the bone and hide resources change at all? I wouldn't think they would, but I have some odd leftover bone that isn't getting added onto when I harvest for bone.
Aazhia Korano
It might be from a different creature. I was out the other day and got three different stacks of Corellian Scaley Hide. 1 stack from killing Drones, one from killing Workers and so on, all from killing the same base type of creature, just harvesting from the bodies of different variants.
I also think this is a great idea. This may be an avenue for the possible mining profession. Give the miner the ability to create certain types of metals by combinations of different types and ores.
Something like this was done in Asheron's Call with spells. Unique spells could be created by combinations of resources. Rather than the galaxywide hunt for the rare resource, you could have a certain threshold of different attributes (e.g. Conductivity, Shock Resistance, Heat) that would be needed for the item (e.g. gun) to be made.