Artisan Archive
Thread: Vehicle Revamp ideas and discussion
EnigmaBSc
First, don't overcomplicate vehicles. Keep it simple. I'd rather have some simple differences in vehicles than having to custom build every single vehicle I sell. I'd rather not have 10 subcomponents that each have to be individually crafted in order to make a vehicle, and all of which take 2 rare named resources that must have great stats.
I find droid building frustrating at times because everyone wants something different, or even worse, somebody wants a droid, and you have to ask them 20 questions before you can actually start building (slow typers compound the issue). I don't want to get that same experience with vehicles. I don't want to have to explain vehicles to someone for 1/2 hour, only to have them be thoroughly confused and say, "Umm nevermind" and run away.
Vehicles should still be able to be made in factories.
I'd really like to have some multi-passenger vehicles that are FAST. I want a buddy to hop on my speederbike with me, like Luke did with Leia in Return of the Jedi.
Please reconsider how quickly vehicles start smoking - I think they generate smoke way too early. Makes a spot where a lot of vehicles are called look like a junkyard.
No more of this 1 common vehicle who is "the best" so everyone has it and they're everywhere(i.e. The Speederbike Swoop Syndrome). Allow for many vehicles' chassis to feature the fastest speed - not just 1 or 2 models, because guess what, everyone will just have that 1 or 2 models almost exclusively.
Allow Pod Racers to be craftable.
One of the most important to me (Guru already mentioned it) is making deeds reflect the finished product, and customizing the bike's color scheme at creation. This was done for droids, do it for vehicles. I want a showroom of vehicles with like 15 Swoops lined up, all with different color combinations.
Thanks! Hope some more work is put into vehicles, especially higher speed vehicles that can be used as multi-passenger!
EnigmaBSc wrote:
I would be concerned about increased experimentation effects pushing vehicles, virtually the sole high-profit item granted by the Master Artisan box, into the sole domain of Human Artisans with their ability to amass fourteen experimentation points.
EnigmaBSc
I fully agree.
Don't require someone to be a Human Master Artisan, with +25 to experimentation, just to compete.
Good call.
All very good points.
Warryyr wrote:
First, don't overcomplicate vehicles. Keep it simple.
I find droid building frustrating at times because everyone wants something different, or even worse, somebody wants a droid, and you have to ask them 20 questions before you can actually start building (slow typers compound the issue). I don't want to get that same experience with vehicles. I don't want to have to explain vehicles to someone for 1/2 hour, only to have them be thoroughly confused and say, "Umm nevermind" and run away.
Vehicles should still be able to be made in factories.
I'd really like to have some multi-passenger vehicles that are FAST. I want a buddy to hop on my speederbike with me, like Luke did with Leia in Return of the Jedi.
Please reconsider how quickly vehicles start smoking - I think they generate smoke way too early.
No more of this 1 common vehicle who is "the best"
making deeds reflect the finished product, and customizing the bike's color scheme at creation.
If I wanted complex crafting I'd have been a droid engineer.
Leave the complex stuff to the elite professions.
I think swoops have fallen into the "composite armor" syndrome. Composite was best so everybody wore it.
If there were a wide range of vehicle styles that were 'best' then there would be a wide range of vehicles in use. Some things will always be better than others, but if there were some multi-passenger vehicles that were at least as fast as a speederbike, you'd see more people using them.
Something I did like about the way the resources were broken up for the new vehicles is that the huge stacks of a single resource were done away with. I don't mind the resource quantity, but I'd like to see more variety of (common, non-rare) resources used to make them. Instead of 6400 ferrous, how about 2000 ferrous, 2500 ferrous, and 1900 ferrous. Do the same with non-ferrous and toss in a bit of chemical and you're all set.
The visual decay of vehicles has been one of my pet-peeves for a long time. They start smoking at 25% decay. That's the equivalent of your car starting to cause problems after you've used up 1/4th a tank of gas.
I don't think the smoke should appear until you've hit about 66% decay.75% for flame.80% for dual flame and 90% for black smoke.
If they ever decide to add combat to vehicles, I'd like to see it become a modular design similar to the way starships work. Don't rely on the crafter to build a vehicle with a gun on it, you should be able to buy the gun separately and then install it onto a vehicle's hardpoint.
We could then display the vehicles in our shops - they don't need to be full size, just a scale minature of the finished and coloured vehicle, they'd look great on display and i'm sure people would also buy them as display items for their own houses too
There've been some other good ideas in the past for vehicles. In particular, have a look at Azton-Cobalt's performance parts concept.
(I'd offer links to some of the other interesting vehicle concepts, but the internal Search feature seems to be utterly and completely fried today -- even worse than usual. Sigh.)
I'm one of those who doesn't mind a bit of complexity in his crafting -- I enjoy fiddling with options and trying to optimize a design, and one of my constant wishes is thatmore opportunity could be made forcreativity in crafting items. However, I appreciate the concerns that others have expressed about preferring to keep vehicle construction simple. (Though preferably not as simple as banging two great hunks of metal together.)
So the compromise I've suggested in the past is one I'll mention again: let the level of complexity be optional. OK, you can make a vehicle without subcomponents if you want. It won't be the "best" possible, but it'll work just fine (and can be stuffed with four or nine others into a crate). Meanwhile those who are willing to stand at a private crafting station for several hourstweaking options in order to eke out every lastbit of performanceshould be able to craft a vehicle that excels in some (but not all) categories.
I have to add that I'd rather not see a requirement for asteroid resources. For the BARC, maybe, as there's already an established requirement there, but not for any of the other existing vehicles.
Finally, how about a Vehicle Mechanic profession? Good idea? Horrible idea? Irrelevant idea?
In short: Vehicle Revamp -- yes, please.
Especially if it willenable vehicular combat,including new weapons that can be mounted on the front or back of an appropriate vehicle. Hello, Rat Patrol! ![]()
--Flatfingers
Think you pretty much got it covered there Guru ![]()
only thing I truely want is a better pallette for vehicles, and perhaps tecturing kits for design
would really like to have license plates as well, custom names..
I am all about cutomizing toons and bits to make it personal.
{i am so in love with the AB-1 now! its my go-go buggy}
Maybe keep the basic vehicles simple, but allow add-ons. There are two types of add-ons:
1) Optional components that are part of the initial assembly.
2) Owner-added components.
Add-ons could enhance existing capabilities of vehicles (speed, terrain negotiation, hit points), or give them some ability that they do not have in their basic form (droid link, armaments, storage, autopilot). They would of course be subject to experimentation, but the experimentation could be capped to avoid giving humans too much of an advantage.
I always thought the original vehicles were too dumb, and that they should have more boxes and possibly some subcomponents. I like the new ones better in that regard.
Saego, Wanderhome
I always wanted from the first day they talked about vehicles in the game was to make creative names for them as a crafter and have them stick long after they pull them from the deed.
It really saddend me when you pull it from the deed and the game given name over ridden any name i gave it. It ruined the only possible difference crafters could have from each other.
Anybody who thinks that vehicles have high resource requirements obviously isn't a shipwright. I can make a couple of swoops from my leftover stacks that aren't big enough for making ships.
One more thing... How about POB ground vehicles? Personal Jawa sandcrawler anybody? I'd love to be able to move my shop into one of those. Of course then we'd have 50 of them parked outside Coronet & Theed starports running their boom box sound systems and spamming everybody.