Artisan Archive

Thread: Focus Thread: The Artisan's Role in the Jump to Lightspeed expansion

DirthNader
Tue Jul 08, 2003 1:01 pm
#1






LadyGrey wrote:


Domestic Arts: Ships should be stocked with supplies of various types, including some emergency supplies, which would include survival gear and food. They will have some sort of chairs, and perhaps beds (with sheets), in them. They will have galleys, where food can be prepared. There may also be bathing facilities, with towels and such (though I'm sure some of the people who will fly spaceships will find bathing to be an optional activity).


Basic Business: Ships really wouldn't be built in someone's backyard or basement. They will be built using factory-created items, and probably will be using items that need to be purchased from suppliers. That is all caught up in a business-related atmosphere. Plus the insurance costs and paperwork whensomeone gets drunk and runs their spaceship into a small asteroid, and their family sues you, as the manufacturer.


Surveying: I think this could be adequately explained by the fact that putting in factories and warehouses for the purpose of building spaceships will be highly regulated by the government. Surveyors will be required to do the groundwork for filling out the paperwork for the IEPA (Imperial Environmental Protection Agency), and to ensure that there are no problems with contaminating groundwater or the air. Surveyors are well-equipped with various instruments for gauging the effects on the environment of various activities.



/Vote Yes for MA requirement



By your "logic", MA should also bea requirement for architect.




The artist formerly known as Ittov
Guruweaver
Wed May 19, 2004 1:53 pm
#2

Hey all,

It's more than past time for us to hash out what we'd like to see out of the space expansion. Post your ideas of what the Artisan's role should be with the JTL space expansion.

Some seed ideas:

1) Dependencies/requirements for Shipwright

2) Repairing ships

3) ...


Let fly!

Take care,

Message Edited by Guruweaver on 05-19-2004 04:54 PM



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AlaManQ5
Wed May 19, 2004 2:08 pm
#3


1) Instrument Panel electronics


2) Mechanic Toolkits (Hydrospanners, Arc Welders, Laser Cutters) for quick repairs. Example: Your ship is one step from total destruction in space. You want to get to a planet before your ship explodes, causing more damage and possible component replacement. This toolkit can be used to add a little durability points (HP or whatever they will use) so the player can get to a hyperspace jump point and a subsequent starport.


3) On-board survey tools: for long distance resource surveys from space. Example: An armorsmith takes off from Theed and loads into the space zone between Naboo and Rori. Before heading to the Corellia Jump point, he gets near Rori and decides to scan Rori from orbit to find which resources have spawned that day. He uses his tool and a list pops up of the available resources on Rori. Not actual percentages, but a simple listing of resources for that particular tool. He finds that the certain metal he needs is on Rori, so he lands on Rori to investigate it.


I'm sure there are more, but this is an idea.


Valkk Armel'ya

Master Artisan/Master Tailor/TKM

Ahazi

Message Edited by AlaManQ5 on 05-19-2004 05:10 PM




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Sinist
Wed May 19, 2004 3:50 pm
#4

Yeah I think it would be cool for Artisans to be able to make some parts that would be required in ship customization or upgrading. Also would be a aneat idea for different instrument panels artisans could make.


Maybe even make electronic additions like area alarms and cloaking technology. Well anyways whatever the imagination can comprehend that would need an artisan for.


I think it is important to still not rule out the gorund based professions in the Space Expansion and that not the only fun to have is being a pilot.



Faiereon Exek
Master Artisan
Star_Ranger
Thu May 20, 2004 6:23 pm
#5

Well I would like to see Master Artisian as the prerequisite for Shipwright; simply because it is a logical step up from vehicles. Also, because there does not appear to be a vehicle engineer elite profession planned for inthe future. The diversity of MA needs to add up to something IMHO other then a doorstop to other professions. And, yes I have an MA on live and on test, it is one of my favorite profressions due to its versatility.






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-Corbin Lancer (Engineer / Scoundrel)


}=T==[)
OckVofad
Wed May 26, 2004 1:47 pm
#6

/Agree with the above post. Master shipwright should be an elite profession that requires Master Artisan. I doubt this will happen (sorry to be negative) b/c the devs will want people to get novice shipwright ASAP.


I would like to see Artisans be able to craft specific components for the shipwright profession as well.





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joined42904
Fri May 28, 2004 8:11 am
#7

I agree completely with OckVofad.


Just about every other basic profession has an elite profession that requires mastery of the entire basic profession. Some have more than one. Artisan has zero. Folks can get to their elite profession(s) of choice just by mastering one or two of our lines, usually one.


Spaceships are a step up from vehicles, and they require lots of different things to go into them. There are areas where people eat, chairs on which people sit, all sorts of things. I don't think anyone who couldn't understand how to make a vehicle would be able to make a spaceship unless they just willfully paid no attention to vehicle schematics.


(Of course, spaceship design isn't directly related to surveying or being a merchant...I do have to concede those points.)


Too many skills stem off the engineering tree of artisan and none off the entire profession.





Issadra 12-pt Master Armorsmith, Master Merchant
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gando
Sat May 29, 2004 4:27 am
#8

Yes master artisan should be a requirement for shipwright
fyreblayd28
Sun May 30, 2004 12:13 am
#9






Star_Ranger wrote:

Well I would like to see Master Artisian as the prerequisite for Shipwright; simply because it is a logical step up from vehicles. Also, because there does not appear to be a vehicle engineer elite profession planned for inthe future. The diversity of MA needs to add up to something IMHO other then a doorstop to other professions. And, yes I have an MA on live and on test, it is one of my favorite profressions due to its versatility.








Here here Star I agree. Make mastering Artisan something speacial besides swoops and speeders. I mean if we have to make those vehicles why not make is to we need to go on to make other vehicles?
NeoDaywalker
Mon May 31, 2004 4:43 am
#10

If the devs use the reason for not making Master Artisan aprereq for Novice Shipwright because they want people to get it fast, that is a bad reason. Many of the more advanced players, the ones who will get it fastest no matter what the prereq, can grind out MA in a day easy, maybe in a few hours. With the resources its very easy to grind out Master Artisans, so the devs should find a new excuse.
DirthNader
Tue Jun 01, 2004 6:21 am
#11






joined42904 wrote:

Just about every other basic profession has an elite profession that requires mastery of the entire basic profession. Some have more than one. Artisan has zero.





There is no elite profession that requires master entertainer or master brawler. Of the 26 elite/hybrid professions, only five require mastery of a novice profession (bounty hunter, ranger, commando, doctor, and combat medic).


The prereq should be Engineering IV. The reason the vehicles are a master artisan item has more to do with limiting the number of players that can craft vehicles than it does with throwing a bone to master artisan. Since there was no elite crafting profession implemented for vehicle crafting, something had to be done lest every weaponsmith, droid enigineer, armorsmith or architect churn out vehicles with our obsolete materials (and believe me, some of my "obsolete" metals are extremely nice). This will not be a problem with ships, as an elite crafting profession will required to create them (shipwright).

Message Edited by DirthNader on 06-01-2004 06:22 AM



The artist formerly known as Ittov
KombatCamKombat
Wed Jun 02, 2004 7:56 am
#12

You know what they will probably do? Make Engineering IV all you need to get Shipwright, but make Master Artisan's have an ability to make optional parts to make ships better. Some sort of component or powerup. So that way people won't NEED MA to get started but the good guys will have it to make better ships. Agree?



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GonkSevenT3
Wed Jun 02, 2004 9:56 am
#13

I would like to see MA be the pre-req as well. But, that's mostly because I'm a MA. =) So there are those of us out there who could get novice shipwright immediately. But I imagine they'll make it Eng IV.



"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
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