Artisan Archive
Thread: Our Dev Question for 6/9/2004
Message Edited by SaleusCorwen on 06-07-2004 12:31 PM
Right now it tops out at 900cr for a 70% source. What about 1200 for a 75% source, 1800 for an 80% source and 2200 for a 85% source, 3000 for a 90% source, and 5000 for a 95% source?
I also agree that construction missions should make the artisan actually create real things and get real schematics.
I disagree with artisans being able to repair armor, weapons, and anything else related to the elite cratfing professions. Why should u be able to repair items that u cannot craft, except for basic models? I think only the elite professions should be able to use the tools to repair items in each of their fields and theresults should be based on thier skill level in the profession. Thats like takin ur car to a place that only does oil changes to get ur engine rebuilt. They have basic knowledge of how a car engine works, but they don'tposess thedetailed knowledge of how its put together and which partswere used to make it. Thus how would they be able to effectively fix it. Repairing items requires knowing the ins and outs if the item being fixed. Repairs in the game should be profession specific. Having said that, i do think artisans should be able to repair the items that they can make. Perhaps another repair tool should be introduced to the game for them. Like a tool for field repairs on vehicles oranengineering repair tool. I just can't see allowingartisans or people that justpick up 1 or 2artisan skills bein able to repair complex items that require more than basic knowledge of armor, weapons, clothes, and engineering, when they can't even craft them.
Irato
Novice Armorsmith/Novice Tailor/Novice Rifleman/Master Artisan
Owner of Irato Armorsmith Services in Mos Utopia on Tatooine
I would like to know about what content we can expect for non-combat professions? We have all heard about the Jabba cassino thing, but that sounds like it is more for entertainers/smugglers. What is coming for crafters as far as our own Themepark?
Also, what about our role in the GCW? What do the devs envision for Artisans, especially pertaining to the GCW revamp (if they are willing to give up that information)?
1) Can we get more vehicle types? The overpopulation of Swoops is out of hand, everyone has one and they all look the same. The AV-21 was nice, for hardcore combat folks, but for us crafters/non-combatants - we could sure use some new vehicles to attract more business/provide some vehicle diversity to the galaxies. Suggestions - that blockishvehicle Darth Maul drove in Episode 1, or maybe more vehicle types from Episode 2 (AV-21 aside - wasn't that in Episode 2?).
2) What in the name of Vader is a Neomodian Bird Cage for, and why is it a schematic we learn at Master Artisan. Replace it with something more useful, or at least give us a schematic more befitting a Master in a profession.
3) Can we get more vehicle types? lol
Warryyr
Warryyr wrote:
1) Can we get more vehicle types? The overpopulation of Swoops is out of hand, everyone has one and they all look the same. The AV-21 was nice, for hardcore combat folks, but for us crafters/non-combatants - we could sure use some new vehicles to attract more business/provide some vehicle diversity to the galaxies. Suggestions - that blockishvehicle Darth Maul drove in Episode 1, or maybe more vehicle types from Episode 2 (AV-21 aside - wasn't that in Episode 2?).
2) What in the name of Vader is a Neomodian Bird Cage for, and why is it a schematic we learn at Master Artisan. Replace it with something more useful, or at least give us a schematic more befitting a Master in a profession.
3) Can we get more vehicle types? lol
Warryyr