Artisan Archive

Thread: New skill: Forging

Schwing
Sat Jul 26, 2003 5:03 pm
#1

I think artisans should be able to forge metals. I have gotten stuck with a few minerals that have been taken out and had to destroy or bank them to carry more things. I have about 1-10 units of resources that cannot be sampled right now. I think forging would add more diversity to crafting. The statistics would be combined, but only metals in the same category should be able to be forged. The category limit should be around ferrous and non ferrous metals in which you could forge.
Aalstrom
Sun Jul 27, 2003 3:27 am
#2

Interesting idea. I hope the devs see this. Combining resources...who would have thought! If we didn't limit the combinations to just those of the same type we could get more experimentation and more varied results leading to a more diverse selection of items overall.



Aalstrom

-Salus populi suprema lex-
GeonSlave
Sun Jul 27, 2003 6:31 am
#3

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)




---------------------
* Rakyr Asolli
* Brawler
* Naboo
* Starsider
Schwing
Sun Jul 27, 2003 7:12 pm
#4

Combining metals outside classes would not work. what would a mix of ferrous andlow grade oresbe? Semi ferrous ores?
Talbacca17
Sun Jul 27, 2003 9:47 pm
#5

I love this idea I'm always carting around odds and ends of metals that can't be used for anything.



Gate Echo
Master Smuggler - Master Bounty Hunter - Master Freelance Pilot
Feylan
Mon Jul 28, 2003 1:17 am
#6

Forging is a great idea and it is the heart of true metallurgy!

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.



*insert witty comment here*
DediJedi
Mon Jul 28, 2003 2:47 am
#7

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.

Schwing
Mon Jul 28, 2003 8:35 am
#8

Every artisan who surveys has most likely been in the situation of having odd amounts of metals after a shift. I had about 6 units of omni when it shifted. I had to destroy it to save inventory. If forging was implemented, then the resource would be used to create a new metal alloy with new stats. The forged recources will probably not be hard to name. They could just name it (Class of metal which is most prevalant) alloy and ist the second in the examine box i.e. Kelsh alloy if 2 units of kelsh copper and 1 unit of ditanium steel. The usage would not be hard do do if the devs made it just like a crafting tool except it goes straight to ingredients and just says Resource 1 and Resource 2 in 2 boxes. The experimentation would be a refinement part with quality and other stats. The customization would be naming it and maybe putting labels on a container. This would add whole new resources with great quality (sellable on the bazaar for insane amounts). Then this might get nerfed because people are running around with exremely good items. The way to fix this before it starts is to make the returns about 70% of the metals used, and the devs could make it possible to screw up and lose a whole batch. In my opinion this would be a great addition if the devs choose to add it and make the artisan profession more exciting.
Jayces
Mon Jul 28, 2003 12:47 pm
#9

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.

Schwing
Mon Jul 28, 2003 5:18 pm
#10

bump
ChloeAeryn
Tue Jul 29, 2003 7:58 am
#11

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








Aazhia Korano
Master Tailor
Korano Inc. Fashion Emporium
Galactic Headquarters located in Starforge Mining Complex on the planet of Lok
Starforge, Lok Merchant Tent -3227 -131
Mos Boonta, Tatooine Merchant Tent -308 3589

Thus far, you have been adrift in the sheltered harbor of my patience.
- Mr. Cobra Bubbles
Celedhros
Tue Jul 29, 2003 8:47 am
#12






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.




Kan-Tor Bayle
Master ShipWright • BayleTech Systems
Shadows of Alderaan | Lok | Bloodfin

Beauty is only toon deep. - me
Permethrin
Tue Jul 29, 2003 8:55 am
#13

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.

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