Artisan Archive
Thread: Artisan Top 5 Issues: New as of 6-10-04
joined42904 wrote:Thanks Guruweaver.I look back on my post and see that at least the tone of the post if not the content leaves a bit to be desired. And I don't object to not having certifications specifically included in the top 5 issues so long as a rebalance of resource extraction or "a long hard look" at the way resources are obtained is included.I don't want to turn this into a harvester certification thread and think that we could leave resources out if you would assure us that the resource one stays in our top 5 issues. (Unfortunately, I wager that any discussion of resources is going to involve someone bringing up the idea of certification again.)
I don't doubt that it will come up again. And again. And again.
I'm hoping that in this thread, unlike it's poor predecessor, we can get the other four top issues ironed out too.
Take care,
Desirye wrote:
1. Better slash commands
<snip>.. also the /activate command doesnt seem to work anymore
Sure does. I used /harvesterDeactivate and /harvesterActivate this weekend.
2. Datapad structure and specifically harvester administration
Possibly a device crafted by a master artisan called something like "Stucture Control Module" that can be attached to a harvester or other structure, that will then be listen in a new tab in the datapad, showing the current maintenance, power, and condition for all structures - current schematic, time per object, objects manufactured for factories - and current resource, hopper, activity, density for harvesters ... should also be able to change current resource from this tool
Like it! Especially if we can add maintenance through the interface as well...
I agree. Bone chest armor requires quite a bit of effort and a variety of materials to make it. Yet, a more complex item is just plug and chug.
Qualdrin wrote:
5. Some people may think I'm crazy, but I think vehicles are too easy to make right now. It's just putting 2 resources (and a powerplant in the case of the AV-21) into a hopper, and out pops a finished vehicle with engines and everything. I would think things would be a bit more complex than that... engine, electronics, seating, controls, and so forth. It wouldn't bother me too much to see vehicles get more complex, and that way they could be more customizable. Want a slower swoop that handles terrain better? Use different controls and a different engine. That sort of thing.
Qualdrin wrote:
5. Some people may think I'm crazy, but I think vehicles are too easy to make right now. It's just putting 2 resources (and a powerplant in the case of the AV-21) into a hopper, and out pops a finished vehicle with engines and everything. I would think things would be a bit more complex than that... engine, electronics, seating, controls, and so forth. It wouldn't bother me too much to see vehicles get more complex, and that way they could be more customizable. Want a slower swoop that handles terrain better? Use different controls and a different engine. That sort of thing.
/vote
Would be kinda cool to have a Landspeeder, Speederbike, Swoop, and AV-21 require like an actual Speeder Engine, which is crafted on the side. Possibly a control unit or two. And i really want quality to actually mean something! ![]()
Bad idea i think ... because then why not power ? and the why not just empty hopper removely ? ... i know im extreme here, but i would like it more if we used droids for that
HalasterTheBlack wrote:
Desirye wrote:
2. Datapad structure and specifically harvester administration
Possibly a device crafted by a master artisan called something like "Stucture Control Module" that can be attached to a harvester or other structure, that will then be listen in a new tab in the datapad, showing the current maintenance, power, and condition for all structures - current schematic, time per object, objects manufactured for factories - and current resource, hopper, activity, density for harvesters ... should also be able to change current resource from this tool
Like it! Especially if we can add maintenance through the interface as well...
Desirye wrote:
Bad idea i think ... because then why not power ? and the why not just empty hopper removely ? ... i know im extreme here, but i would like it more if we used droids for that
HalasterTheBlack wrote:
Desirye wrote:
2. Datapad structure and specifically harvester administration
Possibly a device crafted by a master artisan called something like "Stucture Control Module" that can be attached to a harvester or other structure, that will then be listen in a new tab in the datapad, showing the current maintenance, power, and condition for all structures - current schematic, time per object, objects manufactured for factories - and current resource, hopper, activity, density for harvesters ... should also be able to change current resource from this tool
Like it! Especially if we can add maintenance through the interface as well...
droid to empty hopper *drool* lol