Artisan Archive
Thread: Topic for today 8-12-03 Master Artisan Ideas
I was pretty dissapointed in master artisan items too. I only got it so I could make the GP modules I need for my torches as architect and the other similar items my DE friend needs. I'll probably give it up as soon as I need the skill points unless they add some cool and fun stuff like the things suggested in this thread.
I like Rasorow's ideas a lot...
I don't know how all the other master level items are, but I'm disappointed by the master level architect items too. A bunch of stupid looking furniture. Nice. The level 3 stuff looks better. (sorry, getting off topic).
If I could make a change to master artisan, I would add a special "bonus" that causes your 10 artisan experimentation points to carry up to the advanced crafting professions. I am a master droid engineer, and I think thatit is lame that at *master* level droid engineering, I only have 5 experimentation points to play with. Now, the fact that experimentation doesnt do a **edit** thing currently is beside the point. I think it would be much more appropriate ifI had 15 points to play with.
Master Artisian is very special. It allows: GP, MSS, EM, PC, ED, and, CU items to be built.
The reason that the MA title is worthless, is that these devices only go into a few objects. The only one I know of that -need- them are Torches and Factories. These are optional components that also go into repair modules that contribute NOTHING. It only makes a repair kit go from like 18 mats to 1090 mats. ( Read other in-depth posts on this. There are good ones out there.)
I've also posted the fact that there's some type of 'mystery' repair skills. Nothing's listed but Skill Enhancers exist for a variety of things.
If it all worked as most people might guess, MA's would be the best at repairing or making repair kits. And that would be very valuble. If any of this junk worked.
structure powerups, craftable only by MA's.
Aspeed increace for factories, a widget for an increased rate for harvestors. That kind of thing.
Um, hello?
frivolous --> Neblahblah Birdcage
function --> Items required to craft *elite* level items of what 3-4 professions.
Seems like master artisan meets 2/3rds of your req. as is.
"I want to be abe to feel a sense of accomplishment for Mastering Artisan. I do not belive that is the case now."
Then don't master it, master something else that will give you that. I'm not mastering it, mostly cause for me vendors seem like a pita so Merchant line is not for me. I'm just using those skillpts for something else that does thrill me. I will hafto find some MA to buy parts from, soon though.
Note: I'm not really against adding things to it. It does seem to have very little going for it vis-a-vis other novice masters. But, then again other novice masters aren't required for elite upperlevel/master items either.
I think it's a perception issue, it's not flashy but it really has big demand for it's abilities.
Ok I haven't posted here in awhile, but here goes:
I think (as someone mentioned awhile back) that Master Artisans get a "Disassemble" skill, which allows them to regain back basic "Metal" and "Chemical" components on crafted items. I for one would be happy to "Disassemble" Marksman guns that are about to poof.....etc. Call it recycling or whatever but, it would really be nice if we could have this. We have the 'practice' skill now (which gives a bonus to crafting for not creating junk), but at the same time we can recycle other crafted items into raw materials. I think that basic points can be added to the Engineering tree, and then when a person reaches MA, poof new skill and some extra points to it.
Thats what I would like, then I could put my 6 points back into Master.......
Q'Tessa Xexy - Master Scout/Former Master Artisan
I'm MArt and Doc. I'd love to be able to craft some kind of medical bag that acted like an extra pack for doctors and medics. There could bea medic's bag and doctor's bag. Make them only hold meds. The doctor version would carry more and different types.
I burn through my meds so fast that I can go from a packed inventory to depleted really quick. And having a med in my pack keeps it from being used.
The easy solution would be to make containers searchable for healing commands, but then there's no way to keep the game from using a high level med for an lightwound.
I'd like to see a bonus to experimentation, customization, bazaar fees, and surveying also. Specs with a use outside of the Engineering professions might be nice. We should get something that each elite profession needs/wants. Not just artisan professions either...
Doctor - Medbags, device to give medical bonuses like a stethescope (sp?) orStarTrek-like diagnostic instruments (I know this is SW not ST, but you get the idea)
CH - collars, saddles, leashes, muzzles, saddlebags, treats
BE - some kind of incubation chamber
Smuggler - slicing tools, disguises, skifters (face changing card for cheating at Sabacc)
BH -Calling card symbols
DE - Droid Restraining Bolts
Weapon Powerups for things like acid rifles, lightning guns, rocket launchers, etc...
Decorative additions to weapons, armor, droids, and buildings. Macrobinoculars, Fishing Nets/spears, microphones to increase musician range, bells that dancers wear, a portfolio for image designers so you can pick out a new look, bipod for riflemen, tripod for carbineers... there are lots of options... ![]()
Master Artisan not desirable?
Have any of you tried to make Advanced Surgical Droids, R3 units, R2 units, just about any high-end droid without Master Artisan components?
For those of you who aren't a Master Droid Engineer and Master Artisan, like I am, let me tell you: you can't.
So, the Master Artisan holds the key to making high-end droid items, at the very least. I wonder how many other artisan classes require such things? The items Master Artisans get to make may not seem very glamorous, but they're required.
On Bloodfin, I pay 75cr per crated Electonics Memory Module or Electronics GP Module. If you're harvesting your own materials and it costs you about 1cr per (my materials run 0.6cr per) ... this is 50cr profit per module ... 1250cr profit per crate of 25 ... 5000cr per factory run of 100. That certainly pays for the power and maintenance of the factory. Run your factory only twice per day and that's 10,000 credits profit per day just from me.
Go to a website like swgcraft.com or swgcenter.com or any number of other fan sites that have schematics. Start looking for what these parts can be used in. You'll find an instant market in many of the high-end crafters.
The coolest thing to add to master would be to have several graphics for each item and to ba able to choose between them when crafting. Give your creations that extra personal touch.