Artisan Archive
Thread: Poll Please post only yes or no to each idea 8-21-03
(There were a few places where I couldn't tell if the person was saying yes or no, so assumed abstention, and one notable thing was people who liked droid and/or crafted terminals, but didn't like paying power, only monitoring. Personally, I voted yes based on "droids", and didn't sweat the details of that question. Treated it more as a "droids for managing building 'stuff' remotely, with stuff still open to debate. The other one people hedged on most was consumables: many like the idea of more, dislike the idea of forced.)
Anyway, the tally:
1: pro 19, con 7, overall +12 Miner Profession
2: pro 17, con 8, overall +9 Harvester Certs
3: pro 8, con 13, overall -5 Email Monitoring
4: pro 22, con 4, overall +18 Droid/Terminal Monitoring
5: pro 15, con 10, overall +5 More Lots for Crafters
6: pro 14, con 12, overall +2 Salvage
7: pro 14, con 12, overall +2 Resource Improvement
8: pro 17, con 5, overall +12 Craft UI Tabs
9: pro 19, con 3, overall +16 Installation UI Tabs
10: pro 19, con 3, overall +16 No UI Shades
11: pro 15, con 5, overall +10 Custom Schematics
12: pro 18, con 5, overall +13 More Forced Consumables
1. New Profession: Miner Class
yes
2. Harvester Limitations of any kind
no
3. Remote mointoring of structures though mails only
yes
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
yes
5.More Lots based on crafting skill
yes
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
yes
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
don't care
8.1 screen crafting UI with tabs
don't care
9. 1 screen structure UIwith tabs
don't care
10. Remove the shaded background from crafting so we can chat while crafting
no
11. Ability to create custom schemtics though a custom crafting interface.
yes yes yes
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
yes and no (food and drink... that's forus Chefs)
2. No
3. yes
4. Yes
5. No
6. yes
7. Yes
8. yes
9. yes
10. yes
11. Yes
12. Yes
- yes
- yes
- no
- yes!!!
- no
- no
- no
- yes
- yes
- yes!!!
- yes
- don't really care
2. Harvester Limitations of any kind - No
3. Remote mointoring of structures though mails only - No
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc.. - Yes
5.More Lots based on crafting skill - Yes
6. A salvage command to allow us to salvage some of our materials back from something we crafted. - Yes
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners* - Yes
8.1 screen crafting UI with tabs - Yes
9. 1 screen structure UI with tabs -Yes
10. Remove the shaded background from crafting so we can chat while crafting - Yes
11. Ability to create custom schemtics though a custom crafting interface. - Yes
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc.. - Yes
Thank you for the running totalHypathian!!! It is kinda neat to see the results. Makes it easier to see a basic idea what whatpeople are interested in seeing changed or modified.
1. New Profession: Miner Class
Yes
2. Harvester Limitations of any kind
Yes
3. Remote mointoring of structures though mails only
No
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
Yes
5.More Lots based on crafting skill
Yes
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
Yes
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
YES!!!!!!!!
8.1 screen crafting UI with tabs
Yes
9. 1 screen structure UIwith tabs
Yes
10. Remove the shaded background from crafting so we can chat while crafting
No
11. Ability to create custom schemtics though a custom crafting interface.
Yes
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
Yes, but not required food!
1. New Profession: Miner Class - NO (Unnecessary, based on my other answers)
2. Harvester Limitations of any kind - YES (Something this crucial to the artisan game mechanics should be governed by Certification, just like weapons are for combat classes)
3. Remote mointoring of structures though mails only - NO (The time and effort needed to run harvesters is what allowsthe Artisan-Miner to be differentfrom theArtisan-crafter)
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc.. - NO (The time and effort needed to run harvesters is what sets the Artisan-Miner apart from the pure Artisan)
5.More Lots based on crafting skill - YES (Needed to balance the reduction in resources from non-crafters)
6. A salvage command to allow us to salvage some of our materials back from something we crafted. - NO (XP problem... Make and item earn xp, salvage it, make another item with the recovered resource, more XP)
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners* - NO (Too many DB problems with this)
8.1 screen crafting UI with tabs - Dont Care
9. 1 screen structure UIwith tabs - Dont Care
10. Remove the shaded background from crafting so we can chat while crafting - Yes
11. Ability to create custom schemtics though a custom crafting interface. - Yes (Though I have no idea how)
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc.. - YES (This is the only way we will have a sustainable economy for Artisans)
1, No
2. Yes
3. yes
4. Yes
5. No
6. Yes
7. No
8. Yes
9. Yes
10. No
11. No
Cherri
To **edit** many harvesters and houses polluting this game already
1. Not sure
2. Yes
3. No
4. Yes
5. Yes
6. Defintely Yes!
7. Yes
8. Yes
9. Yes
10. Yes!
11. Yes!
12. Yes
![]()
Jasarina wrote:
I want to get a better idea of who supports what. Please answer just yes or no so I can scan though and keep track of the tally easier. Feel free to start new topics or post comments about each item in existing topics.
Thanks,
1. New Profession: Miner Class
yes
2. Harvester Limitations of any kind
yes
3. Remote mointoring of structures though mails only
no
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
yes
5.More Lots based on crafting skill
yes
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
no
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
yes
8.1 screen crafting UI with tabs
yes
9. 1 screen structure UIwith tabs
yes
10. Remove the shaded background from crafting so we can chat while crafting
yes
11. Ability to create custom schemtics though a custom crafting interface.
yes
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
not sure
1. YES
2. YES
3. YES
4. YES
5. NO
6. NO
7. NO
8. YES
9. YES
10. YES
11. YES
12. NO
1. Yes (advanced profession, extended from surveyor, should be able to collect more resources, at lower costs)
2. Yes (some kind of certification for operating harvesters, similar to certification for weapons)
3. No (but monitoring through the datapad by creating "special" waypoints for structures would be ok)
4. Yes (this is also a viable solution (see notes in point 3), and it creates interdependencies which are good)
5. No (but the ability to rent out a lot for a given time could be cool, not as now where "renting" of lots for harvester use requires the attention of the lot-owner at every resource shift. It should cost money, though)
6. Yes (I think this could be an interesting profession, and it will create a need for junk-shops, that buy weapons and equipment beyond repair, and recycles some of the resources into the economy again.)
7. Yes
8. Yes
9. Yes
10. Yes
11. Yes
12. No