Artisan Archive
Thread: Harvester Certifications !!!
I agree with Robofish--having a miner profession does not have to limit resources. A minor profession could be easily implemented in addition to the way resource collection works now, and thus there would be no decrease in resources, and most certainly an increase.
A specific mining class will attract people because of my 'clear path' theory. People want a clear path, and a role to fill defined by that path. As a miner myself, I have no title under my name befitting my profession (not that I care much). As it is now, we see most of the population striving for master of this or master of that. Few people askew going for these titles and simply take the best out of each profession. A mining profession would encourage people to become miners through a clearly defined path.
If a mining profession included increased efficiency, so that operating costs dropped to around .1 credit per unit resource, then you'd have de facto harvester certification because the miner would be able to produce cheaper resources than the combat class operating their inefficient harvesters.
So even though I like the idea of certs, I think it is unnecessary as long as the devs bring back a mining class that can mine better than joeschmoe.
MightySquid wrote:
Artisans arent the only one that needs resources. Medics, BE's, Doctorsand Smugglers all need resources for thier craft and are not required to pick up the artisan tree.
Badly thougth out idea....very bad
They can STILL have a personal harvester for their needs... but if they WANT more and BIGGER... GET THE SKILLS!
that holds true in all professions other than artisan and machines like harvesters.
Simple solution to a complex problem...
First we have non-artisans complaining that you will take away a service they are providing or a business that they have created. Secondly we have artisans saying they cant get enough resources to fund their own ventures let alone afford to buy additional resources. This is what i propose...
The point you made raz is good, I believe there should be limits on harvesters and who can use them. I also think your idea is well thought out.. I agree with surveying skills reflecting the types of harvesters you can use, and I also agree with having bonuses for acheiving certain levels of artisanship. I personally am having a hard time with the 10 lot cap. I have a medium house and a few installations and im basically capped. I have no chance of ever starting a PA of my own because I cant afford to have 0 lots. (In case you didnt know, to build a PA Hall it taps all your lots out) So I propose that we take the cap from 10 initially to 5 give or take a few. Then when you skill advances you should be granted additional lots to use if you are going to pursue an artisan career. I also believe that you should be able to get lot bonuses for artisan elite professions. IE. one or two lots per novice elite profession after artisan. Not to mention a lot bonus for master artisan since many of us skipped that altogether.
Lastly I think a miner is a great elite profession after the surveying tree... aside from being granted the ability to use heavy harvestors, I leave it to the devs to decide what else a miner can do.. like refinement or experimentation.
All in all, I think raz was on the right track but limiting everyone to one lot or less is not the answer, combine a suggestion with current policy and we have a great solution..
Satyrical Anastazi
Master Artisan, Novice Architecht, Novice Droid Engineer, Gunfighter, the list goes on
Gorath based in Keren on Naboo
I am ina 50+ ppl PA and heavily exploiting other peoples' lots. Yet I am very envious seeing some Mining-Sharks Making Money with they Missions all day, Visiting their Heavy-Harvester- Collection every two Days and then telling me I should sell my Armor cheaper. I am simply envious, i commit it. But I cannot afford to simply mine the very next ressource I find, I need a good resource to mine. And I can't pay the Heavy Harvies, because I have to buy my Hides from somewhere.
I simply want them to make items more valuable. Crafters always have money problems, fighters never have. Fighters simply cannot have money problems. Actually, I can't imagine anything that would make this happen.
Well, back to the point: Fighters can, if they want to, save up for Heavy Harvies and set up Mining Stations and Power Stations whereever they see the Crafters have done. For a long time, Fighters can spend 15 SP to be able to find the spots themselves. I hate this. Yes, it is envy, but I also think, well, IF they allowed everyone to have Heavy Harvies, then they should've allowed everyone to have as many as they want.
Solution: You got 10 lots you can use, as ever. With Novice Artisan you get the 'Personal Mineral Harvester-Certification' and with Master Artisan you get the 'Heavy Mineral Mining Installation-Certification'. Setting up Factories would require Engineering4, Domestic4 or something. Whatsoever, trading lots with other players should be heavily limited.
To Rescue all Crafter Professions: You don't get twice the resource costs as xp but five times. Prices will rise as Resources become rare, but at least we won't be forced ALWAYS to move the mouse button across a stack of resources first to see how much they are...
I like this idea!
Bump!
Bump!
Bump!
I basically just run harvesters for my guild and it is a full time job! I demand some recognition ![]()
but it fell on deaf ears.
RazBlack wrote:
I have not seen the coorespondant comment?.... does one exist in this board?
Yes Iam here. Covering someones vacation at work this week and next so have little time to be online. I check the topics that are at top daily. If you see someting you want me to see please private message me or email me the link.