Artisan Archive

Thread: What to Do to Make Artisans Viable in this Combat-centric Game

Mack_Dorgeans
Tue Sep 23, 2003 2:46 pm
#40

Sorry, but I'll have to ignore the last two posts that are still going back to skill points when the discussion has clearly moved past that. Thanks for verifying how poor the idea is, though.

Now, about things like combat engineers -- the current system might work to have them IF only crafters could use repair tools. Right now, anybody can purchase a repair tool from a crafter and (as far as I can tell) have the same chance of success with it as the person who made it. Give the artisans the ability to use these tools with greater effectiveness, or don't let non-crafters use them at all, and maybe such a repair role could be workable. Still, I would suggest further support tools and abilities are needed. Even if skills such as defensive abilities or device use were deemed inappropriate, why not give groups bonuses based on the skills of their support members? If having a master armorsmith in your group improves your resistances, or a weaponsmith improves your weapon speed or damage, or a tailor improves your ability to dodge shots (via camouflage), etc., then they would be more valuable in groups.

Right now, I just don't see a way, much less any attempts by the developers, to enhance non-fighter professions' worth outside the combat arena, so passive or defensive skills/items are the only viable alternative I can suggest.

Again, credits aren't everything -- once you get enough of them, they become irrelevant, whether you're a crafter, entertainer, or fighter. So, there's got to be some way the content can be fun and engaging for months (or years?) outside of monetary rewards.



Mack Dorgeans
MackDor Enterprises
Eclipse Crafters Alliance
Flatfingers
Tue Sep 23, 2003 4:48 pm
#41

about things like combat engineers -- the current system might work to have them IF only crafters could use repair tools


I could support that; it retains the useful distinction between direct combat and indirect support. I'd be even more behind it if you added weapon and armor slicing, which isn't really appropriate for BHs.


Since we're talking Combat Engineer, I'd like to see more craftable items for use in the field. Consider: What items couldsupport combat operations in interesting and useful ways? Bridge-building is the obvious first thing, but considering the near-total lack of any impact that water has in this game, what else could CEs offer? Camouflaged ambush tents? Caltrops? Tripwiresfor attaching to mines? Laser detection systems? Some kind of goop that temporarily slows the movement rate of affected targets? Ultrasonic creature pacification systems? Tree-climbing gear?


Sigh. I wish there were ways for players to affect the terrain/environment that didn't allow griefing -- THAT would make gameplay interesting.


--Flatfingers

Mack_Dorgeans
Mon Sep 29, 2003 9:33 am
#42

Shame more people haven't offered ideas.

Come on, folks, don't you want the game to be more fun for non-fighters?



Mack Dorgeans
MackDor Enterprises
Eclipse Crafters Alliance
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