Artisan Archive

Thread: Non-Masters and experimentation: An idea

ShinjoKazuki
Fri Jan 28, 2005 8:37 pm
#27

Cool idea



-Ultra-
Born Again Pike Whore
MPike , MRifle , 0040 Pistoleer
//Rank 10 Pikeman OverLord\\
BeesKnees
Sat Jan 29, 2005 3:20 pm
#28






Drashk wrote:




BeesKnees wrote:





Drashk wrote:




BeesKnees wrote:

My product isn't good enough for the DE. Bleh!)




OT -


What is the DE wanting you to make that requires Experimentation?


Experimentation on Artisan parts has ZERO impact on anything that a DE needs. If the DE in question doesn't take your word for it, point him my way and I will set him straight.






You mean that if I make a control unit and it comes out at -2 that it would work for a factory run and would be okay as a component in micro sensor suites and would satisfy the needs of the DE?




Quality does not matter at all for Droid Engineer required Artisan parts. A 0% Experimentation component will have the same benefit as a 100% Experimentation component. This includes EEMs, EGPs, Control Units, and Micro Sensors. You can use any junk resources to build these components for a Droid Engineer's requirements. BTW, you also do not need the optional component for the Micro Sensor either.


Take a look at the DE 101 guide, listed in my sig and sticked to the DE forums. Section 9 covers what needs experimenation and what doesn't need it, for a DE.


Hope that helps.







\hero


Yes! Yes! Yes!






Myleah ~ Master Tailor/Master Artisan/Master Merchant ~MindHarp Couture ~ STC, Naboo ~ Scylla

Etema ~ Master Dancer/Master Image Designer ~ Scylla

Maylee ~ Master Fencer/Master Scout/Ranger 4/0/4/0 (Tracker) ~ Scylla




Myleah ~ Master Tailor/Master Artisan/Master Merchant
~ MindHarp Couture ~ Helios, Tatooine -1631, -6250 ~
Etema ~ Master Dancer/Master Musician/Master Image Designer/Master Ent
Maylee ~ Master Fencer/Master Scout/Master Ranger
Lunariel
Tue Feb 01, 2005 6:59 am
#29


I think this is a great idea. However it will require the reevaluation of the skill trees.


- Skill trees which have one line with only skills and hardly any schematics will be less attractive. Especially if losing resources isn't a problem. For example the Cooking line for Chefs. I'm still not sure if a skill-only line or schematics on every line is best.


- Weaponsmith and Armorsmith are fully dependent on the upcoming combat rebalance. The skill tree need to be changed so that most of the best stuff is at master and still leave some markets for people working their way up. The current Weaponsmith setup with melee on one line and munitions on another is clearly a way to go. This will allow people to specialize in one line without having to get the others.


- Dependencies between professions will be affected. If you require an experimented item from another crafting profession you can now make it yourself in some cases. Providing it's early enough in the skill tree. An extreme example is Architects which will kind of lose crafting stations with the current skill tree. Future Crafting station specialists will end up being Master Artisans with Novice Droid Engineer and Novice Architect.


- Medic/Doctor crafting is probably the best suited for this. The most desired product is buff pack sets which can only be made at Master Doctor. All the schematics have clear progression where they increase in strength. Allowing 10 experiment points at Novice Medic would be perfect here.


Interestingly enough, the two basic professions Artisan and Medic seems most suited for this. The developers should maybe implement it on those two first. And then add the rest after the combat rebalance.


Lunariel
Star_Ranger
Wed Feb 02, 2005 10:30 pm
#30

I realize I am jumping in late here but I just got back in town.


I definately like the idea you propose here. Being able to craft completely for the most part starting off is good and then aquiring new better schematics is the 'Incentive'.


Unfortinately, SWG has been designed around getting more points as a branch or tree of most professions and then the schematics in other trees. I have always believed in the 3 (at novice) 1-1-1-1 and 3 at master would be a good trade off... so you wouldn't be fumbling so much in the beginning (frustrating). At least there is still a benefit to attaining those skill boxes.


Then again a 4-1-1-1-1-2 might be an even better progression, since progress does come quickly early on in learning; mastering takes more effort.






}=T==[)

-Corbin Lancer (Engineer / Scoundrel)


}=T==[)
CTRL_ALT
Fri Feb 04, 2005 9:31 pm
#31

I like the gap between novice and master, although having 10 points at novice would help alot. Would 12 points be possible at novice, would 12 pointers exist?



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
CalArsou
Sat Feb 05, 2005 4:07 am
#32



CTRL_ALT wrote:
I like the gap between novice and master, although having 10 points at novice would help alot. Would 12 points be possible at novice, would 12 pointers exist?





Think the only comment made so far about this is letting someone get 11pt at the second box of the Exp tree and 12pt at Master.

---

I like this idea, but maybe an even quicker solution (that doesn't bring up as many issues of interdependence) is bringing some experimentation points down from Master to make a progression like 4-1-1-1-1-2 or 3.5-1.5-1-1-1-2. Lastly, how would this be effected by things like Bespin and FS Experimentation (would these just be added on to the ES like FS Melee Acc is added to each Melee Prof's Acc)?



Aen'ene Escaa
g Master Medic // Royal Security Forces Ace

Auctions 101: directions, do's, and don'ts all rolled into one HERE!


CTRL_ALT
Sun Feb 06, 2005 12:14 pm
#33






CalArsou wrote:





CTRL_ALT wrote:

I like the gap between novice and master, although having 10 points at novice would help alot. Would 12 points be possible at novice, would 12 pointers exist?







Think the only comment made so far about this is letting someone get 11pt at the second box of the Exp tree and 12pt at Master.

---

I like this idea, but maybe an even quicker solution (that doesn't bring up as many issues of interdependence) is bringing some experimentation points down from Master to make a progression like 4-1-1-1-1-2 or 3.5-1.5-1-1-1-2. Lastly, how would this be effected by things like Bespin and FS Experimentation (would these just be added on to the ES like FS Melee Acc is added to each Melee Prof's Acc)?





So all the people who are already 11 and 12 pointers will become obsolete? After having dropped alot of money or taking the time to find the attachments themselveswouldn't go too well with some people. Bespin just increases good rolls, not points.



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
CalArsou
Sun Feb 06, 2005 6:36 pm
#34



CTRL_ALT wrote:


CalArsou wrote:


CTRL_ALT wrote:
I like the gap between novice and master, although having 10 points at novice would help alot. Would 12 points be possible at novice, would 12 pointers exist?





Think the only comment made so far about this is letting someone get 11pt at the second box of the Exp tree and 12pt at Master.

---

I like this idea, but maybe an even quicker solution (that doesn't bring up as many issues of interdependence) is bringing some experimentation points down from Master to make a progression like 4-1-1-1-1-2 or 3.5-1.5-1-1-1-2. Lastly, how would this be effected by things like Bespin and FS Experimentation (would these just be added on to the ES like FS Melee Acc is added to each Melee Prof's Acc)?


So all the people who are already 11 and 12 pointers will become obsolete? After having dropped alot of money or taking the time to find the attachments themselves wouldn't go too well with some people. Bespin just increases good rolls, not points.




Think you misunderstood me. At Tech 2, +10/15 in Skill Tapes would work (you still need the tapes, they just won't work at Novice), then at Master the other +15/10 in Tapes would work. Meaning, you're still a 10pt WS if you have +25 in Exp tapes, but are only Novice , then at Tech 2, 1pt of those tapes will work, and at Master the rest of it would work.



Aen'ene Escaa
g Master Medic // Royal Security Forces Ace

Auctions 101: directions, do's, and don'ts all rolled into one HERE!


CTRL_ALT
Sun Feb 06, 2005 6:51 pm
#35






CalArsou wrote:





CTRL_ALT wrote:





CalArsou wrote:





CTRL_ALT wrote:

I like the gap between novice and master, although having 10 points at novice would help alot. Would 12 points be possible at novice, would 12 pointers exist?







Think the only comment made so far about this is letting someone get 11pt at the second box of the Exp tree and 12pt at Master.

---

I like this idea, but maybe an even quicker solution (that doesn't bring up as many issues of interdependence) is bringing some experimentation points down from Master to make a progression like 4-1-1-1-1-2 or 3.5-1.5-1-1-1-2. Lastly, how would this be effected by things like Bespin and FS Experimentation (would these just be added on to the ES like FS Melee Acc is added to each Melee Prof's Acc)?





So all the people who are already 11 and 12 pointers will become obsolete? After having dropped alot of money or taking the time to find the attachments themselves wouldn't go too well with some people. Bespin just increases good rolls, not points.






Think you misunderstood me. At Tech 2, +10/15 in Skill Tapes would work (you still need the tapes, they just won't work at Novice), then at Master the other +15/10 in Tapes would work. Meaning, you're still a 10pt WS if you have +25 in Exp tapes, but are only Novice , then at Tech 2, 1pt of those tapes will work, and at Master the rest of it would work.



I smell an infestation of bugs.




CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
Happymob
Mon Feb 07, 2005 9:26 am
#36






sciguyCO wrote:


One area that may be negatively impacted by this are cross-profession components where quality matters. If a dabbler can make these themselves without commiting to Mastery of the other profession, many crafters may choose to do so. I've already mentioned BEs. Armorsmiths may prefer to get 0200 tailor for access to Wookiee battle padding (since they'd also have the full 10 experimentation points for it). Are there any other components similar to these? The artisan components needed by DE and Architect don't count, as those are Master schematics.




Master Doctor-made subcomponents are currently sold to Bio-Engineers and Combat Medics for Pet Stims and Randged/Area Stims respectively. BEs and CMs already have the schematics from the medic skills, but they currently lack the experimentation points (I think they both get 5, while a master doc gets 10).


Still, this is currently a very small market for doctors. Also, some doctors might protest as this would open open the stim market to medics or doctor dabblers, but there are still essential schematics at master for both combat medics (area poisons and diseases) and doctors (enhance Ds) that protect the full master crafters.


Anyway, good proposal, Guruweaver.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Wildfury
Mon Feb 07, 2005 4:38 pm
#37

What about us 14 pointers.....will be annoyed if after struggling to get +25/+25 suit (human +15)
that the DEVS change it so that some rookie can come close to me!!! No way man, no way!!!

Now...if i can just get force sensitive .....hold on whats the point......

THANKS OSNA
CTRL_ALT
Tue Feb 08, 2005 1:27 am
#38






Happymob wrote:





sciguyCO wrote:


One area that may be negatively impacted by this are cross-profession components where quality matters. If a dabbler can make these themselves without commiting to Mastery of the other profession, many crafters may choose to do so. I've already mentioned BEs. Armorsmiths may prefer to get 0200 tailor for access to Wookiee battle padding (since they'd also have the full 10 experimentation points for it). Are there any other components similar to these? The artisan components needed by DE and Architect don't count, as those are Master schematics.





Master Doctor-made subcomponents are currently sold to Bio-Engineers and Combat Medics for Pet Stims and Randged/Area Stims respectively. BEs and CMs already have the schematics from the medic skills, but they currently lack the experimentation points (I think they both get 5, while a master doc gets 10).


Still, this is currently a very small market for doctors. Also, some doctors might protest as this would open open the stim market to medics or doctor dabblers, but there are still essential schematics at master for both combat medics (area poisons and diseases) and doctors (enhance Ds) that protect the full master crafters.


Anyway, good proposal, Guruweaver.







The proposal would be useful for medics considering it takes two mastered professions to gain the full experimentation and assembly points. Keeping the best and most important schematics at the upper level and master skill would help protect against dabblers.



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
Cafa
Tue Feb 08, 2005 2:49 pm
#39

Create components needed for Elite professions that don't require experimentation.


Seems like that is an income source to me.


Also, increase the food schematics and let Artisan's make mobile signs.


Fivo Asia


P.S. Fix the fireworks packages to be easier to load.



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

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