Artisan Archive
Thread: Poll Please post only yes or no to each idea 8-21-03
>1. New Profession: Miner Class
Base class? No. Elite Class? Yes.
>2. Harvester Limitations of any kind
I'm a Master Artisan, and I've never used them...so I have no idea.
>3. Remote mointoring of structures though mails only
Yes
>4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
Yes...or remote maintenance
>5.More Lots based on crafting skill
Yes
>6. A salvage command to allow us to salvage some of our materials back from something we crafted.
No
>7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
No
>8.1 screen crafting UI with tabs
Yes
>9. 1 screen structure UIwith tabs
Yes
>10. Remove the shaded background from crafting so we can chat while crafting
Yes
>11. Ability to create custom schemtics though a custom crafting interface.
Yes
>12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
Yes
Lamar Calrizzian, Master Artisan
1) no
2) yes
3)yes/no
4)yes
5) ---
6)yes
7)yes
8)---
9)---
10) yes
11) yes
12)no
1) undecided
2) yes
3) no
4) no
5) yes
6) yes
7) yes
8) yes
9) unknown
10) yes
11) yes
12) yes
2. YES ..including decay
3. NO ..would reduce market
4. NO
5. NO ..counter to having a mining profession actually
6. YES
7. ..don't care
8. ..don't care
9. ..don't care
10. ..don't care
11. ..don't care
12 YES YES YES ..to create demand for every profession
Rotane
2: Yes - Run it like the certifications for the weapon skills. Higher you go in artisan, the bigger harvesters can be handled.
3: No - terminal monitoring would be far better.
4: Yes - this would be a life-saver for artisans who don't want to be mauled by aggro mobs.
5: Yes! - All those large harvestors and big buildings take quite a few lots. Especially if #2 is implemented.
6: Yes - would be nice, 'nough said
7: Yes - sounds like a plan to me. Even gives miners something to do if they are brought back.
8: Yes - anything better is nice
9: Yes - ditto for 8
10: Yes - make my life easier.
11: Yes - would be nice to have "original" really mean something
12: Just bring decay in right so that clothes, armor and weapons wear out. Same for furniture, though I feel that buildings shouldn't have the same because of maintenance (Sorry architects)
1 yes
2 no
3 no
4 yes
5 YES
6 yes
7 no
8 no
9 no
10 no
11 yes
12 yes
1. Yes
2. No
3. Yes
4. Yes
5. NO
6. Yes
7. ???
8. NO
9. NO
10. Make it so it works with the window transparency option.
11. YES
12. YES
1: Yes
2: Yes
3: No
4: Yes
5: No
6: No
7: No
8: Yes
9: Yes
10: Not needed I chat all the time while crafting except during the resource loading and assembly portions which only take a second.
11: No
12: Yes
Jasarina wrote:
Thanks,
1. New Profession: Miner Class
YES
2. Harvester Limitations of any kind
NO
3. Remote mointoring of structures though mails only
NO
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
YES
5.More Lots based on crafting skill
YES - But Architect only (DO SOMETHING with the Construction tier please!)
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
YES - Always wondered why you couldn't...
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
YES
8.1 screen crafting UI with tabs
YES
9. 1 screen structure UIwith tabs
YES
10. Remove the shaded background from crafting so we can chat while crafting
YES - OH GOD PLEASE!!!
11. Ability to create custom schemtics though a custom crafting interface.
YES
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
YES
1. New Profession: Miner Class - Sure. Assume you would move survey out of artisan. Note that this would mean creation of another "tree" in artisan to replace survey. Also would impact how artisans advance if they can not survey (i guess you could take up minor class for a while). If its planned that artisan class keeps survey, I would say "No", then. Dont want to tip play balanace.
2. Harvester Limitations of any kind - Yes
3. Remote mointoring of structures though mails only - Remote monitoring yes, through email no. Suggest using the waypoint in your datapad to also give information about the item in question.
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..- unsure
5.More Lots based on crafting skill - yes, but only a few more. Concerned about play balance.
6. A salvage command to allow us to salvage some of our materials back from something we crafted.- for practice option, maybe. Suggest 25% to 50%. For anything else, I say "no".would put it under the heading of "Dont go there".
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*. - if limited, yes.
8.1 screen crafting UI with tabs - If i understand the question, yes
9. 1 screen structure UIwith tabs - If i understand the question, yes
10. Remove the shaded background from crafting so we can chat while crafting -dont care
11. Ability to create custom schemtics though a custom crafting interface. - not sure
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..-maybe...depends on the item and cost for the crafter to make and impact on others. Again, I am concerned about play balance.
A lot of these ideas beg for more than a "yes or no" response, but I'll try to keep my replies brief...
1. No (Without some MAJOR thought about preventing resource glut)
2. Yes
3. No (Make this a datapad function)
4. Yes
5. No (More *harvesting* lots based on Survey skill? Maybe.)
6. No (Well, Yes -- after everything else busted in the game is fixed, we have vehicles, etc...)
7. No (See 6 above)
8. Yes (Or at least SOME major overhaul of the crafting UI)
9. .... huh?
10. Yes (although the UI is more of a hindrance than the shading)
11. ... huh?
12. Don't care.
1. New Profession: Miner Class
No, the occupation exists, but it does not need to become its own class. Miners can get the appropriate skills from artisan, merchant, and architect.
2. Harvester Limitations of any kind
Harvesters are fine the way they are/
3. Remote mointoring of structures though mails only
Yes, but remote control (like 4) is better.
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
Yes
5.More Lots based on crafting skill
No, should be based on merchant skill as originally intended. There should also be a supported "lease lot" as a secure trade. Right now, I have to really trust the lot owner.
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
No, this is not needed and not worth the effort. Destroy works fine.
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
I like it, but don't think we will get it. It would take a lot of development to do well.
8.1 screen crafting UI with tabs
Yes
9. 1 screen structure UIwith tabs
Yes
10. Remove the shaded background from crafting so we can chat while crafting
OK, but there are other issues with window size
11. Ability to create custom schemtics though a custom crafting interface.
YES! but probably a later expansion.
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
No, you don't even need droid batteries now, just save to datapad. However, decay (not based on offline time) should be implemented.