Artisan Archive
Thread: Replacing Surveying with a Mechanical Experimentation Tier
Repost from: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=292775
Taking the Surveying Tier away from the Artisan skill tree, might be not be such a loss afterall.
In it's place would be a Mechanical Experimentation skill Tier in Artisan. This skill Tier would not only provide xP and advancement for Experimentation but allow for more customization of Schematics including retrofitting, repairs and modifications. This Mechnical Experimentation Tier would become a pre-req for the Mechanic/Vehicle Manufacturing Profession. The Survey Skill Column having been removed from The Artisan profession would then be logically divided into four rewarding columns like every other tree. This is where we can take a cue from RL science.
The Four SkillTiers of the Starting Scientist Skill Tree Would be:
1. Earth Sciences Branch - (pre-req for Miner & Chemist)
2. Life Sciences Branch - (pre-req for Farmer & Doctor - CH and BE too?)
3. Social Sciences Branch - (pre-req for Politician, Linguist, Anthropologist)
4. Research & Development Branch.
Check out the Skill Tree image for Starting Scientist Here:
http://www.nexusstorm.com/phpBB2/viewtopic.php?t=20
The starting scientist schema basically sets all organic and inorganic compounds as resource 'schematics'. Artisans would then purchase Organic and Inorganic Materials from Scientists, Miners, Chemists, and Farmers. The bazaar market could have new section for commodities markets, as way to establish a dynamic hardcoded base price for the lowest complexity materials. As a Side note, players should be able to generate pick-up and delivery missions for materials, and indeed all items. It should always be cheaper and more convenient for artisans to outsource their materials than to source them individually.
Artisans will pay more for higher quality of resources as well. In the starting Scientist system, the process of refinement allows the Scientist/Miner to refine their materials down as a linear function between quality and volume. The better materials will have a higher average yield in refinement. The base prices established by the commodities market, are hardcoded but not fixed in a static way. So the prices aren't exactly 'fixed' per se'.
The price of Uber Alloy X would be computed based on the quality of the Ores, that were used in the compounding of it's resource schematic. That is the lower the quality of those ores, the lower the quality of the alloy, the cheaper it is. The quality of the elemnts used in compounding directly affects the purity of the compound.
Your thoughts and Comments on the New Tier would be especially helpfull.
Ok step outside the box for a moment. let the devs decide what i implementable and what is not.
The PLayer city, mounts, vehicles and SE updates and expansions, are going to dramatically altering the game anyways.
With all that in mind, how do u think this new Tier could work?
SWGX has moved... the active discussion forthis topic is now here:
http://swgxpansions.net/forums/index.php?showtopic=140
The lastest idea is to include a recycling skill for artisans in the mechanical tinkering column.
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=16598
in general your approach to experimenting on resources conflicts with the game, but given an alternate implementation (one I suggest in that thread) it could function well and add content to the game