Artisan Archive
Thread: Focused Discussion: Artisan Wishlist
As much as I love having my trusty TI-92 out to calculate if one resource is better than another it is getting slightly annoying.
Off the top of your head, in a 66/33 slot is resource A (800/325) or resource B (675/566) better? Ahh.. the joys of being a crafter.
Anyway, its annoying the heck out of me. How about a little bar beside the resource slot that shows how good a particular resource will be in the slot? Its not like this information is secret to more experienced crafters or anything...
This seems to be a point of confusion to new crafters. How much time is lost explaining to them this system? The system is wonderful in how it requires certain stats for better quality items. But it fails completely in telling you how your resource will fair. You can figure it out with a calculator, but in my opinion this is something the game should do for me.
Anyone else think so?
If you would have waited 10 minutes, my post would have been 10 minutes later, lol.
I saw your idea, wrote it down, and started this thread to see what else was out there.
Bianca Minola
Boy oh boy, is this a timely thread :
1.) Fix the darn 50-schematic limit on factories. I typically have well over 50 and it is a HUGE pain to have to temporarily transfer stuff to my vendor to get to the schematics I need. Pain pain pain.
2.) Some sort of seperate storage unit for schematics other than a vendor. Like a computer or a data storage unit or something. Just someplace I can place excess schematics that is -not- my datapad and is -not- my vendor.
Man would I like these ![]()
Statement on if it is possible or not (I'm talking reasonable chance, not 1 in a million) for a non-combat profession to unlock the FSCS. Don't need details, just the truth on whether I shouldn't waste my time trying the impossilbe.
- I'd like to be able to edit the name of schematics (and hence the final item) when they're in the datapad. I like to put some identifier in components like the serial number so I can keep them straight when I have more than one factory run in storage, so it's easier to get the right crates when I make a factory using those components. Or "branding" of the final item name. There have been a few good results that I ended up deleting just because I forgot to change the name.
- A way to sort by stat quality in the resource selection step. This might be a pain for things like metals/minerals that have a large number of the possible stats, but maybe having an alternate view with a column for eachstat thataffects the particular item being crafted? So when building crafting tools, it would just have a column for conductivity, foods would have flavor, OQ, and PE.
- Add the item complexity or manufacturing time on the schematic details. This is handy for calculating how much factory time you need to do a run, and if I could do it without putting the schematic into a factory (or jotting it down after experimenting), I could plan my factory usage better.
1. Really long range surveying. 2km or so. We're being forced to dismount to survey and that right there is a HUGE issue, so we need multiple kilometer survey range to compensate for that inconvenience.
2. Artisan bonuses for placing medium & large harvesters on uneven ground. Medium & Heavy harvesters seem much too sensitive to elevation changes (even slight changes make placement impossible).
3. Artisan + Number of Controlled Combat Droids. I like the idea that artisan is the foundation for the "droid handler" template. After all most DE's are master artisan anyways.
New to artisian so dont have a lot, so far I have not seen much lacking.
1) Have harvesters able to pull power from a nearby wind/solar generator. Similar to the DE proposal of allowing power droids to attach to a harvester to provide power at a higher credit cost but to pull power from a nearby power source.
2) Remote viewing of harvester status. I do not want to be able to add credits or power remotely but being able to check their status would be great. Easier to tell when a resource shift occured and know when I need to make a trip. I would even find this acceptable to use some droid like the power droid refered to above.
3) The Master Artisian seems devoid of substance. Maybe a bonus +10 Experimentation and +10 Artisian assembly. Or something that stands alone and is not a component needed by someone else. Becoming a Master Artisian and the only new things I canmake is make sub-components. Oh wait, the nemodian bird cage. Woo Hoo!
I like the resource quality indicater idea, that would be awsome.
Vehicle construction for master artisans, maybe using some components from DEs, Armorsmitsh and architects like armor plating, droid control units and power generators. The final combind done by a master artisan. Makes them difficult to produce yet done by a starting profession.
Remote harvester checks, been begging for that one for too long.
hey bianca, i sent you a message about this earlier, but this guy here had a great idea
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=33773
for those of you who don't want to link, it says this: we should be able to keep the information that we collect when we survey, and have it stored on the map until the resource that we surveyed changes. that way we know where things are and don't have to re-survey for them
incedentally, i really like the idea of having the surveying tool tell you the quality, and having the ability to survey at a super long range. i would like to know where on the planet the highest concentration fo a resource is without surveying the ENTIRE planet. if i could just get WHERE the resources are, then i could check the concentrations there myself without surveying the entire planet.
there was this other group(www.swgx.com) that thought it would be cool to have the ability to level up in surveying even farther than we can now, and i tend to agree. there are people that think a probot that could gather surveying information would be a good idea as well...
1) Harvesters: the ability to check power,current hopper status,and maintenance remotly. I want to receive an email when the harvester shuts down due to a recource shift.
2) Surveying: I would kill for an in-game personal database (think datapad and waypoints) but a seperate tool that kept track of all my surveyed resources. Then I could export this infomration to a text file for my personal records or for sharing purposes.
3) More Surveying: A disposable survey probe. You land on the planet, deploy it and it surveys all the available resources of that type (flora, mineral, gas, ect) it then gives your a datafile of all the properties of the resources. Perhaps made by a DE or as part of the artisan tree. Right now hand sampling and cataloging is a real pain.
4) Rent: the ability to have an in game mechanisam to rent lots from players automatically. So long as I make the monthly payments I get to use the lots as if they were mine.
5) Storage: How about a new building or 2 thats just a comercial building. I could really use just a big box to store all my harvested things in.
6) I know this might be off topic but an elite profession for miner. With harvester placement abilities, refining, and perhaps the ability to alter stats on materials using heavy equipment and tools.