Artisan Archive

Thread: Proposal: The Surveyor's Vest (Artisan Armor, solution for the Artisan issue?)

GlanocRunningstrider
Thu May 19, 2005 1:57 pm
#53


CasualMaker wrote:
Instead of an "armor" item, how about an installation? Sonic animal repeller, requires 1 lot, effect radius 64m to 128m depending on experimentation. Same "footprint" as a personal harvester, same maintenence and power requirements as a medium harvester. Schematic at Master Artisan, requires Survey III to use.

Not useful for surveying, I know, but it can provide a safety zone (if you can reach it) around a group of harvesters and/or factories.





Not a bad idea, or how about some type of shield generator. No NPC's or animals can come inside of the shield bubble, and no one can attack from inside of it.



Another idea I came up with. Revamp the maintainence droids so they can be used on structures within the radar range.

1. Call Droid
2. Target structure from a safe distance
3. Give command for droid to move in.
4. A window pops up with all the normal radial features that structures have!!

With high HAM and/or stealth these droids can go in and act as a proxy for the artisan. While the artisan sits back and drinks his/her jawa beer without 5 animals spitting at him.

When situations are tough in the movies, sending in a droid always seems to be a good idea.

Plus it gives DE's a larger market. Heck, have architects craft droid interface terminals that can be added to structures too.

Message Edited by GlanocRunningstrider on 05-19-2005 04:02 PM



The Empire is Mother, The Empire is Father.
NnahOlos
Fri May 20, 2005 12:46 am
#54

-Guru


Wow. This has been quite an in-depth discussion. Even though I ama master ranger, I amstillconcerned with theartisan wilderness survival issue(don't know what else to call it). I am concerned not only because I used to be a crafter and i have many crafting friends, but also because of the potential forthe "body guard" soultion (i know you don't like it guru, but keep all options open). I do not, however, believe that this is the right thread to have this discussion. I would start a new one, but as a ranger posting a thread in the artisan forum.... I think it would get much more attention if you started a discussion thread of this nature, Guruweaver. Call it "ways to not be killed by kreetles" or probobly something better than that. Maybepost a link to it from some of the other professions' forumsto get more people in on the discussion. Most of us combat folk really dowant to help you guys. We just want to make sure it isn't hurting us in the process. What do you say guru? You will get a lot of ideas for a solutuion to your problem, and some of them might even be good.





IGN: Nnah Olos -- SA Ace Pilot
ALT: Nnicana Olos --Semi-Noob Shipwright

Im a Smuggler too, but the ground game sucks now. Give me back Ranger and Creature Handler.
Cryos_Merovingian
Fri May 20, 2005 12:50 am
#55






Guruweaver wrote:

I expect many rangers saw this as an attempt by artisans to steal from a profession which has already suffered so much. It wasn't, at least not intentionally. I, for one, would not seek to take iconic skills/abilities from any other profession in the game.

I appreciate all feedback and commentary.
Take care,
Guru




I don't think Rangers thought that the artisans were out to get us. I think most of us saw it as an attempted solution to your problem. Rangers felt that, if implemented, the vest would step on our toes unintentionally.


Don't worry, we don't think you're malicious.




___________________________________
CRYOS MEROVINGIAN
Elder Ranger

DND_Cas
Fri May 20, 2005 7:05 am
#56

It isn't that I don't want to interact with combat players, rather I feel that the bodyguard solution is fundamentally flawed. My belief is that combat players are combat players, in part, because they like the action and tactics of combat. Bodyguarding, in many cases, might be long, boring assignments with little to no opportunity for loot, faction, or XP. I also don't believe that the fees for bodyguarding can realistically be made at a level which would be competative with mission terminal destroy missions. Mission terminal: High pay (relatively), XP, chance for loot, chance for Faction (depending on the mission), guarenteed action. Bodyguarding: Possibly little to no XP (no promise that the mobs that attack the client will be the correct level to give good XP), reduced chances for loot, often no faction earning potential, no guarentee of action or fun. Maybe I'm wrong, it is just an opinion, after all. Couple that with the reality that it isn't currently possible for a bodyguard to intercept all attacks on the client and it doesn't paint a picture of success to me.







I agree to an extent. I think however you underestimate what players will do for the right incentive. I got 10k of tatooine dwarf nuna meat once as it was the best spawn and my guild needed it for example. Most rangers have hunted rasps at one point or another for the monetaryincentive at the end of it even though its the most mindnumbing job possible. Jedi grindthousands of creatures because of the incentive at the end. If the incentive is good enough then people will do it.


Possibly all that needs to be done is for crafters to provide that incentive by giving goods in return for bodyguarding. I know I have accepted food/spicefor entire stacks of hide and meat. For example you could say to someone that they can get items for a number of bodyguarding trips done. Be nice to give ways of automating discounts on vendors for specific people for a specific number of purchases as that would be a good reward for this sort of work.


I think Artisans have the items to be able to pull this sort of trade system off - so it should be doable. I do think more systems need to be put in place to give you a hand tho.






Hrm. I'm not really in favor of implementing NPCs to fill a PC role, be it entertaining, crafting, healing, or battling. It sets a very bad precident. I would not support a solution for NPC Weaponsmiths or whatever, to provide weapons if the crafting community was not filling the role, I don't feel like I can support NPC combat goons to fill the combat role either.






Its no different to vendors selling your items nor any worse than mobs dropping uber weapons and the like that replace the stuff artisans make. Ideal? No. Better than leaving a whole bunch of people out in the cold tho imo.






I regret that the ranger/scout community took exception to the vest proposal. I will freely admit that when I first read it, it didn't occur to me that it would mimic cammo kits in many ways, due to my personal lack of experience with the ranger playstyle






Don't worry about it asits not like it was donewith the expresspurpose of annoying us. Its also hard to see a playstyle that you've never done personally. You listened to our problems with it and no-one can ask anymore than that.



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
damicatz
Tue Oct 11, 2005 2:06 pm
#57

To all the combatants posting in this thread, go back to your own forums. You have no idea what it's like to be triple incapped each and every time you try to do something as simple as check a harvester.

Two-way relationships between combat and crafter characters? Fine; let's remove vendors and let combatants have to manually /tell someone anytime they want to buy a crafted item. That's the equivilant of us having to wait on combatants to come and escort us.



Pre-CU Style Game

damicatz - TKM, Master Swordsman, Fencer 0004, Scout 4040

Swift' - Master Armorsmith, Master Merchant, Master Artisian


Both accounts cancelled due to the NGE

pizzathehut67
Wed Oct 12, 2005 2:40 am
#58

nice idea... except for one thing


the devs would be more likely to add things if it was content for multiple professions at the same time... sooooooo



make the shield unit crafted by armorsmiths... and the final vest crafted by tailors


make this a 3 use schematic thats as rare as BH armor belt schems. its found in BH missions.


thus it now benefits:

artisans, armorsmiths, BH, and tailor


rather than artisan and armorsmith



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Sugarnails
Thu Oct 13, 2005 7:38 am
#59



I think any ideas for solutions involving another player are generally bad ideas. Rangers are very hard to find, not all servers have plenty ofnice people willing to go out surveying with you, and that's not even counting the "off hours" where not many people are on at all. Then there's the issue of finding someone who's not going to say "I gotta go.." and log off15 minutes into the trip leaving you stranded 5000m from an outpost on Dathomir.


My idea...

An "intelligent" personal shield

- Requires a module made by a DE

- Requires an emitter made by a AS

- Requires a stunnersomethingmade by a WS (was thinking about a daze type effect, but I don't want to make the jedi whiners whine more)

- Requires wilderness survival data from a Ranger

...can be assembled by anyone with at least Novice Artisan


How it works...

At Novice Artisan, you have a success rate of 10%. Any tier 1 box in artisan adds 10%, andany tier 2-4 box adds 20%. Only one box in each tier counts. (A 1111 artisan will only have 20% success rate, not 50%.)The success rate caps at 80%, so crafters are not "invincible". Upon a fail, a temporary shield would go up giving the crafter 15 seconds with enough defense to take about 7-10 hits (I would say less, but there are creatures with ranged attacks...) To prevent exploiting, anyone with a combat level over 20 cannot use it.


Feedback?



Excuse my spelling, I'm tired.

Message Edited by Sugarnails on 10-13-2005 09:42 AM



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CasualMaker
Fri Oct 14, 2005 11:20 am
#60



Sugarnails wrote:
I think any ideas for solutions involving another player are generally bad ideas. Rangers are very hard to find, not all servers have plenty of nice people willing to go out surveying with you, and that's not even counting the "off hours" where not many people are on at all. Then there's the issue of finding someone who's not going to say "I gotta go.." and log off 15 minutes into the trip leaving you stranded 5000m from an outpost on Dathomir.
My idea...
An "intelligent" personal shield
- Requires a module made by a DE
- Requires an emitter made by a AS
- Requires a stunner something made by a WS (was thinking about a daze type effect, but I don't want to make the jedi whiners whine more)
- Requires wilderness survival data from a Ranger
...can be assembled by anyone with at least Novice Artisan
How it works...
At Novice Artisan, you have a success rate of 10%. Any tier 1 box in artisan adds 10%, and any tier 2-4 box adds 20%. Only one box in each tier counts. (A 1111 artisan will only have 20% success rate, not 50%.) The success rate caps at 80%, so crafters are not "invincible". Upon a fail, a temporary shield would go up giving the crafter 15 seconds with enough defense to take about 7-10 hits (I would say less, but there are creatures with ranged attacks...) To prevent exploiting, anyone with a combat level over 20 cannot use it.
Feedback?
Excuse my spelling, I'm tired.

Message Edited by Sugarnails on 10-13-2005 09:42 AM




Instead of a "shield", make it a "signiture enhancer". Whereas a camo kit or maskscent tries to conceal you, this would try to deter aggro by increasing your apparent CL. Any mob beyond a 10m minimum effective range would perceive the greater of your actual CL or your projected CL, and react accordingly. It would be useless to high level combat characters, though low-CL fighters would find it helpful when not looking for a fight.

The projector would be a generic design that has to be activated to function on any given world. If the camo kits survive the Ranger revamp, they will be just the sort of "wilderness survival data" needed. To use it on Dantooine, load in a Dantooine camo kit. When activated, you choose the CL you want mobs to see you as; the higher you set the CL, the greater the chance that the deception will break. The effectiveness (CL projection) and durability (mask-break resistence) would be separate experimental lines.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
JeCy
Sat Oct 15, 2005 2:14 am
#61


Ive been away for a bit.. and thought i would poke my head in just for the heck of it.. i saw this post and just had to respond, Nice to see all the classes are trying to help one another out..


In a perfect world i could higher a full scout team soo i could do all my stuff, 2-3 hours.. mulitple planets 3-4 days a week, Forget about the 1-2 mill it would cost you. I for one have never seen a ranger standing at a starport offering this service.. Nor on the boards, nor anyone ive ever asked. (yes ive paid for protection many many of times but its always from a BH, atleast there are some around. Besides finding a ranger is hard enough if i ever do its to go harvestet hides not to sit around and protect me for 2 hours.)



But this isnt about them..Its about an idea with merrit.the vest, there aer some many important things to remember.


1, if exploitable it will be, many steps can be taken.


a, usuable only ungrouped.


2, must keep a 50+ radious from the agro, (or possibly make it on a 1 sec delay, Lag spawns are the biggest aritsan killer while cursing across a server and you drive right over something that hasnt spawned yet. Next thing you know your incaped after taking 4k points of damage. let it give you a certain time delay to go off to give you time to get out of that 50m distance.


3, if attacked its on a recharge timer (10 mins i think is resaonable)


4, doesnt work on npc's ( honestly this the only thing ive ever had trouble with besides archane widowers on endor, Damn lok pirates and naboo RSF)


5, make it take surveyor 4, that is a lot of points just to use for something that is pretty much uselss in a scout way, I want my mask to get me close, heck when i was a ranger i didnt even bother masking till i was atleast closer than 50m even on dath and endor, but for some reason if im a CL artisan and 30 feet farther away i get attacked as the creature runs right by the lvl 80 hunter (yes this happens as i have 2 comps and had both characters on to test this theaory.. yes it happens. Its part of the AI.


6, last but not least.. MAKE IT VEHICLE USABLE ONLY !


a, yup,make it usable only on a vehicle, this would really take it outta ranger skill range, i dont know a ranger worth his salt that would ever use a vehicle to get close to hunting targets.


b, this would also help with the lag spawn parton the 50m distance thing. Do you know any artisan that aims towards lairs? i dont.


c, possibly it takes power from the vehicle???



Oky thats my take on the vest.. But to change it even more from rangers.. dont they have hides and meat to get for contracts anyway??



SURVEY VEHICLE


yup forget the vest lets make a new vehicle


vehicle features 4000 steel, 2000 aluminum, 500 (named copper) 500 lub oil, (slots needed to be filled)


engine, uses starship engine lvl 1 or 2 -speeds are static only condition maters


armor, quality of component does not matter.


EMP, Made by a DE using master artisan componets,


survey tool (one of each type)


Basically the vehilce gives you the above survey bonus, and offers a stealth aspec basicaly same as how the vest worked, Make it a 2 seater. Something covered and slightly armored looking with sensors.Possibly the EMP needs power recharge? Perhaps only recharged able by power droids?? (gives droids another use)


main exploit i can see is jumping out and going into combat.. Well easy fix on that is to ad a combat timer, When you exit this particualr vehicle you are on 1 min cool down where you can do nothing( can NOT use any skill)


Possible survey bonus?


50 range? or perhaps a higher sample rate? Perhaps you must be stoped for 10 secs for this tto work? or maybe no XP is given while sampling from vehicle?


ahh well just thoguht i would toss this out there, Maybe aritsans will get a nice revamp in the future, Vehciles and combat vehilces i think would make this feel much more like starwars soo why not start with giving the artisan a RIDE of the FUTURE !



Je'Cy


player since launch... Now vacationing on Risa...

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