Artisan Archive
Thread: vehicles should realy be a MA skill
Trucegorewrote:
it only makes sence.
why would somone with eng 4 be able to make them?....
if you agree, post....if you dont, post.
Let's me see:
1 - there's the armorsmith profession, but a artisan with engineering IV and domestic arts I can craft a full bone armor;
2 - there's the weapponsmith profession, but a novice artisan can craft CDEF pistols, CDEF carbines and CDEF rifle and with engineering I you can craft a wood staff;
3 - there's the architet profession, but a artisan with engineering IV can craft all the personal harversters;
4 - there's the tailor and the chef professions, but a artisan with domestic arts IV can craft a large variety of cloth and food.
IMHO, there's a pattern here. If the devs intend create at the future an elite profession that will craft vehicles and starships, they will follow the same pattern: the basic vehicles will be at the engineering branch...![]()
IMHO
Vehicle crafting should have its own Profession.
For example,Give the 3 basic vehicle schematics to a Novice Mechanic, then they can have a full skill tree with manuevering upgrades,armor upgrades, mounted weapons, fuel consumption enhancements, speed enhnancements, fancy colors, detailing... The possiblities can easilyjustify a full skill tree. When the devs add the new vehicles, they can be added to the higher skill tree blocks.
MA needs to be addressed seperately (good idea with the added schematics on the earlier posts), and also good idea with MA building more required components for focused Artisan Professions. MA by itself is spread too thin as far as having all of the different skills to achieve Master. Too many general items to craft but, nothing really specialized.
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And IMHO, putting vehicles at Engineering IV is way too easy
not easy as it sounds if you dont count the fact i vehicle degrades faster as hell my speeder degraded -600 hp ffrom going to ah to fort tusk thats 600 creds right there
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loomis001 wrote:
wont happen now it seems says so this link
http://starwarsgalaxies.station.sony.com/manual_detail.jsp?id=59590
And they never change anything from the way it first appears on TC.
It belongs in MA, and a lot of people seem to think so. Hopefully the Devs will listen and not make vehicles a throwaway item any schlub that grinds through 5300 resource units can make. To quote a Dev regarding making things too easy...
For example, Teras Kasi Artists and all melee combatants commit themselves to the challenge of playing a short-range game on a playing field where most of the advantages are long-range. Crafters commit their skill points to crafting disciplines and are at a greater risk while searching for resources in the wild and maintaining their harvesters. All professions have to make hard choices at some point - - that is what defines them and makes them interesting.
And IMHO, putting vehicles at Engineering IV is way too easy. It would be like putting mounts at Hunting IV.
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unless devs say it it will chage... it will remain fact eng 4 is needed
loomis001 wrote:
wont happen now it seems says so this link
http://starwarsgalaxies.station.sony.com/manual_detail.jsp?id=59590
And they never change anything from the way it first appears on TC. ![]()
It belongs in MA, and a lot of people seem to think so. Hopefully the Devs will listen and not make vehicles a throwaway item any schlub that grinds through 5300 resource units can make. To quote a Dev regarding making things too easy...
For example, Teras Kasi Artists and all melee combatants commit themselves to the challenge of playing a short-range game on a playing field where most of the advantages are long-range. Crafters commit their skill points to crafting disciplines and are at a greater risk while searching for resources in the wild and maintaining their harvesters. All professions have to make hard choices at some point - - that is what defines them and makes them interesting.
And IMHO, putting vehicles at Engineering IV is way too easy. It would be like putting mounts at Hunting IV.