Artisan Archive

Thread: Placing Harvestors or why I don't like that just anyone can do it.

Haruspex77
Thu Feb 05, 2004 12:29 am
#27

I agree there is a balance problem, but nerfing your competitors isn't the way to solve it. See my Manifesto and the thread below it for more.
Bogard
Thu Feb 05, 2004 7:13 pm
#28

what is really needed, but SOE simply didn't have time, or for whatever reason didn't implement, is to have an ELITE SURVEYING CLASS. look at the Artisan tree. Enginners get to go on to be AS, WS, DE. Homemakers go on to be Tailors, Businessmen/women go on to be Merchants. what do Surveyors advance to? NOTHING!!! I think it's quite incomplete and would be great if there WAS an elite mining class.


Even tho everyone right now can place harvestors (not a big deal because they still need to know WHERE to place, and need an artisan buddy to tell them if they aren't artisans themselves)... Miners maybe get skill trees that grant:


1) increase in lot size

2) leveling/raisingareas to place whatever harvesters they want (now who amongst us haven't run into stupid hills and lakes with 'ittle bittie islands so no heavies can get placed?

3) ability to place within the perimeter of NPC cities where we non-miners would normally get the "buildings not permitted here" (currently this pretty good polymer spawned on Shadowfire, on Kor Vella... yeah, the city with like 3000 meters of no building perimeter there goes my 98% concentration, actually dropped down to 57% before anything can be placed

4)here's the best and probably most fantastic and will probably NEVER be well received tree (A girl can dream give the Miners ability to MANIPULATE the harvested inorganics! like minerals, chemicals, gas, etc. Of course they can't move more than say, 10 stat pts at level one, 20 at level 2, 35 at level 3, 50 level 4, and some bonus for master. It will be like bio-engineered raw resources! yeah, I know, I'm crazy but can you imagin the possibilities! of course the names of the resources will be automatically altered to say "changed" or something to indicate this. and no stat pts can be ADDED, just moved around, kinda like stat migration but for raw resources. I'm giddy just thinking about this! even tho it will bedefinately less than 100 stat pts able to be moved total, it will still be an amazing change if you're just looking for that extra onmph (sp?)


anyway, THAT is what we really NEED!


a little off topic, but the thought have been a'brewin' for quite a while now.... just had to get it off my chest

thanks for listening!





E'Ina Alvida
Master Armorsmith/Master CH/Novice Pistoleer
4964, -4071 North of Moenia, Naboo
-3859, 5275 Alliance Bay, Naboo

Living by the Code of Thundera: Justice, Truth, Honor, and Loyalty
Greatjon
Fri Feb 06, 2004 5:14 am
#29

i'll make my arguments simple here.


the artisan class sucks, not many people ENJOY dumping skill points into it.


think of how few artisans there are right now. now think about how much minerals/chemicals/gasses/flora the crafting community needs. think about all those people holo grinding. think about all those house/guns/stims/armors/speeders being created for YOUR USE. think about how fast those things get used up. think about how fast the crafters need to get materials to craft new items.



now explain to me againyour plan for only allowing artisans to mine?



its simple really, to be a succesful artisan (assuming you are ONLY an artisan)you have to diversify. you have to sell weapon powerups, crafting tools, and speeders. use you factories to make crates of simple things like small camp kits. make weapon/armor/clothing repair tools. make deals with weaponsmiths and armorsmiths to supply them with the current in demand materials.


here's the key, sell out your services. sell waypoints to high concentrations of minerals, or waypoints to really high quality minerals. make deals with others to take a percentage of the harvest. thats free income and all you have to do is sell waypoints.


i could go on im sure, but thats all for now.





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Apparently the new high-tech Star Wars toys will be in stores any day now. The toys can talk and are interactive, so they can be easily distinguished from Star Wars fans.
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scoutmasterDiamond
Fri Feb 06, 2004 5:19 am
#30

darth what u talking about with this scout and vehical thing? scouts dont have any abilities when it comes to vehicals? im confused. please can you explain.








AXAF
Carbines Specialist, Thug Slayer, Bully,Boderline Imperial,
Loot Hunter, Mercenary, KEEPER OF THE UNPEACE




Bogard
Fri Feb 06, 2004 9:29 am
#31






scoutmasterDiamond wrote:

darth what u talking about with this scout and vehical thing? scouts dont have any abilities when it comes to vehicals? im confused. please can you explain.








seems only scouts can use camps now... even the basic camps. and you need one to pull a vehicle out. it's lame.



E'Ina Alvida
Master Armorsmith/Master CH/Novice Pistoleer
4964, -4071 North of Moenia, Naboo
-3859, 5275 Alliance Bay, Naboo

Living by the Code of Thundera: Justice, Truth, Honor, and Loyalty
Scoooter
Fri Feb 06, 2004 9:34 am
#32

If you read the dev boards the pet/vehicle pulling restrictions to camps is going to be in publish 7 to not require camps






Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
CraftAddict
Fri Feb 06, 2004 9:38 am
#33

And the question is: Why do we have to wait until publish 7 to get that. That'll be 2 more months of wasted skill points on scout for many people.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
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Master Rfileman - Master Marksman - Combat Medic
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