Artisan Archive

Thread: Focus Thread: The Artisan's Role in the Jump to Lightspeed expansion

ChrisMPotter
Mon Aug 02, 2004 3:04 pm
#53


I vote that they do not make Master Artisan a prereq,But They require alot of components from almost all of the other classes, perhaps even require actual component systems that are required for ship crafting:


Weaponsmith could create ship weapons, give them new craftable items,with components required from Droid Engineer and Master Artisan.


Armorsmith could create ship armor, give them new craftables, Hull plating with components required from Architect, and Master Artisan.


Architect - Could create walls, and structural units for ship Crafting, lighting units, etc.


Bio Engineer - Could create Biological and System components, might be needed since its really lacking in the game currently, a required component for any long term space voyage, since starwars never had a pee break. ("Man I gotta go, can you pull over at Tat? and set down for 20 mins!") Maybe these should be added into the current architect required components, housing needs etc. This would also give the Bioengineer a Fantastic boost to their economy, more to BE then just making critters and some clothing attachments.


Droid Engineer - Every ship in starwars was required to have an on board system that navigated the ship ie "Autopilot", and it is very plain that the DE should be KEY in the creation of any and all space craft, The DE could use exsisting components that would add extreme value to the class and the space expansion, get the droids involved more please, also give them the craftable schematics for combat class droids, where is the lootable droideka schematic? Could create Navigation system as a craftable component, requiring several DE components, and also ties in to the ships entire system. The DE should be responsible for the brain of the entire ship.


I am trying to be brief with this but you can get the idea, maybe use this idea for the advanced vehicle designer.





Gunzmaker Gunz
Vendor Coronet, Corellia 794 -4132
Master Weaponsmith, Master Architect, Master Artisan

Comyn
Mon Aug 02, 2004 7:11 pm
#54

Yep, I agree too - make MA a prereq for Shipwright. Don't worry about people immediately being able to do it - the MAs will!


-C
Guruweaver
Tue Aug 03, 2004 4:00 am
#55

From TH's Game Guide post Here it appears that Shipwright will not be based off of artisan.



Take care,
Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Korlan
Tue Aug 03, 2004 5:29 am
#56






Guruweaver wrote:
From TH's Game Guide post Here it appears that Shipwright will not be based off of artisan.



Take care,
Guru





WHAT? that makes no sense what so ever....



================================================================
Korlen Ti'Phesh - Elder Jedi (Unlocked 09/01/04 finished 04/02/05)
Meikea - Elder Bounty Hunter
Shiyal - Trader (Structures)

Vendors at 5669, 4134 Fort Kryat, Tatooine.
What the hell is an Aluminum Falcon??

Korlan
Thu Aug 05, 2004 9:00 am
#57






Garzukeen wrote:





Morganite wrote:





IG-88bountyDroid wrote:

Whatever, why should I have to master making food to build a spaceship. How many NASA engineers are good chefs and or good surveyors to get titanium.






domestic arts line of artisan compared to the real world is making peanut butter and jelly sandwitches, cheeseburgers and egg's/bacon. I am fairly sure a NASA engineer is capable of those difficult dishes.







is this the same company that got feet and metres wrong.....








================================================================
Korlen Ti'Phesh - Elder Jedi (Unlocked 09/01/04 finished 04/02/05)
Meikea - Elder Bounty Hunter
Shiyal - Trader (Structures)

Vendors at 5669, 4134 Fort Kryat, Tatooine.
What the hell is an Aluminum Falcon??

Deivir
Tue Aug 17, 2004 9:39 pm
#58


I agree that Master Artisan should be the requirement for shipwrite. The reasons for this are many...here are a few


1. More goes into the creation of a ship than themechanical components (read engineering). There are amenities that are necessary for extended space travel that go beyond what you would find on a suface vehicle...things like sleep, nurishment, waste disposal, etc. These things have everything to do with domestic arts.


2. Unless you want it to be a profession that is completely dependant on outside help, surveying is a must.


3. Business Should be a requirement as I hope that starships would be the biggest ticket items in the game in terms of both resource cost and, comensurately, in end price. In short, unless you have some business savvy don't go into business.


I think that about covers all the branches of artisan that some people think are uneccesary (domestic arts, business and surveying, for those not paying attention).


I've saved what I consider the biggest point for last. IT ONLY TAKES AROUND 4 HOURS TO GET TO ENGINEERING 4. I know I'm not the only one out there that thinks this is a bit redicuolous as a knowledge base for creating something as complex as a ship should be.
MrGonk
Thu Aug 19, 2004 9:22 am
#59

I play a master droid enigneer on shadowfire and although master artisan isn't required to access droid engineer, you need it if you want to be self-sufficient. If shipwright doesn't require master artisan to learn shipwright skills then shipwright should most certainly rely on master artisan electronics components (GP and MM, especially) to make any kind of ship worth flying. Overall, though, I think it should just need an MA... otherwise you could start learning how to build spaceworthy vessels before you've figured out how a speederbike works. That's just lame. Oh and for those folks who use the argument "swoops and speeders don't work in space," then tell me how a ship not constructed at a space dock lifts off and lands. It must be the force!



------------------------------------------------------
Tradan - Master Droid Engineer - Shadowfire
Britannus - Imperial Space Marine - Tarquinas
------------------------------------------------------
"When I started playing as a DE, DZ-70s were 40 HAM and permadeath. My pride and joy got eaten by a kreetle!"
Blaishon
Sat Aug 21, 2004 9:09 pm
#60

You want to do it right? Do it right!


Fourbranches in the elite tree.--weapons /drives & systems/ Structural / Armor



Engineering 4 to start (SomeonePLEASE tell me what sowing and cooking has to do with designing and building a ship. Or being a salesman for that matter! Come on folks, make it hard, but let's not be completely unrealistic here!)


For the weapons branch to be available, you need weapon crafting techniques IV. You don't need to make the weapons, let the weaponsmith have those schematics and make them master level. What the shipwright needs is the ability to incorporate those weapons into the ship. Weapons tech 4 gives you the more rounded knowledge you need to do just that.


For the armor branch you need the same thing. Armor crafting tech IV. Once again, let the master armorsmith actually craft the armor plating and shield systems that go into the ship. Let the shipwright be the one to figure out how to incorporate those systems.


Structural comes from the architect tree. Construction IV is the pre-req here. It just makes sense.


For drives and systems, you already have engineering IV. This gets you the ability to incorporate drive systems and other engineering type components throughout the ship. Some new specialty droids should be created specifically for ships that the sihpwright can incorporate into the design.




You want it hard? That's hard, but you know . . . it makes sense! Well, I think it does anyway.
Zanholo
Sun Aug 22, 2004 10:02 am
#61

"I just want Shipwright to be more than just a grind through Eng. IV and wham! you get to build a ship. It should mean something."


Why should this profession be any different than the rest???


MA for shipwright!!!


Some random thoughts:


A SWright should be able to craft a very basic ship with a minimum of MA and other profession components, but these will be low ham/low performance models.


There will be 'options' players can add to customize their ships. Components for these items should be MA only craftable.


All weaponry should be MWeaponsmith craftable only.


All shields/armor should be MArmorsmith craftable only.


All seating and ship 'furnishings' should be MArch craftable only, with some components coming from MTailors. Probably purely asthetics.


Droid repair modules and droid sensing/combat items should MDE craftable only. This could extend scanning range, increase weapon accuracy and auto-repair the ship during combat with better components.


All galley items should be MChef craftable only. Specific 'space' foods could be added that give mods to flight/dogfight skills.


Functional creature containment modules could be added that would allow transport of creatures that would otherwise die without them and could be craftable by MBE only. Kind of assumes them adding some critters that would require this and possibly adding a portable unit that would allow a player to have one of these types of creatures in his/her dpad at any given time for use in battle and porbably a home unit for additional storage.


Musicians....could make me a kickin sound system?!!


Image Designers....fuzzy dice for my rearview...?


Dancers....I am out of ideas...gimme a lapdance already!!!








(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
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Korlan
Mon Aug 23, 2004 5:07 am
#62






Blaishon wrote:

You want to do it right? Do it right!



Engineering 4 to start (SomeonePLEASE tell me what sowing and cooking has to do with designing and building a ship. Or being a salesman for that matter! Come on folks, make it hard, but let's not be completely unrealistic here!)




Well, for cooking.. you have to eat in space too, so most ships will have a hall or a replicator... (mmm mmm good freeze dried foods)


and for sowing.... you're forgeting about theleather seats... unless you going to sit on hard steel, which means your back will hate you for a long time... then you got beds and shag carpets...


Message Edited by Korlan on 08-23-2004 08:10 AM



================================================================
Korlen Ti'Phesh - Elder Jedi (Unlocked 09/01/04 finished 04/02/05)
Meikea - Elder Bounty Hunter
Shiyal - Trader (Structures)

Vendors at 5669, 4134 Fort Kryat, Tatooine.
What the hell is an Aluminum Falcon??

BelGeode
Sun Aug 29, 2004 8:17 am
#63



Akkurscid wrote:
Giant Solar Collection Arrays. Might put the ground based Solar power plants out of business. I think it would be very cool if Spacecraft ran off of actual power in the same ways Harvetsters do, but at a much higher rate. Would make "Power Broker" a high power business. Espically if the powerplant in each space craft could take only one kind of power. Solar, Radioactive, ect ... *Dangit Jim, we ran outa wind! Uh.. you got any?*





LOL... well you DO know the infamous TIE fighter runs basically on solar power, hence its signature wing arrays.

I too ahve felt a power broker is a good idea for a business... it's needed on ground, so why not in space.

As for one type of power per craft... would that be say, radio in YT-1300s, solar for TIEs, etc... who would use wind power though? THe Hutts?



~~~Druu Scandana~~~
Master Carbineer, Master Combat Medic, TIE Pilot Ace
~~~~~~~Imperial Inquisitor~~~~~~~
New Sanctuary City, Scandana Bay, Naboo, Naritus
***I will not rest until I have my 3 Stormtroopers back!***

- Grand Moff Tarkin was RIGHT!!!
PHX1138
Sat Sep 04, 2004 2:38 pm
#64

I used to play the Star Wars Role-Playing game a lot in my salad days* back in the late 80's and early 90's and when it became harder for my friends and I to get together as adult life and responsibilities intervened, I was hoping for something like SW Galaxies to come along. So I tend to look at SW Galaxies from the angle of an old SW RPG player. Getting to build or modify a ship didn't come as easily in ye' ole' SW RPG as I'm hearing it would be in the grapevine for SW Galaxies.

So I have some general questions and opinions about the building of a starships:

If someone is going to build a ship, where are they going to create and store it? Will they need to have a garage or be at a special location near a star port? Walking around with a deed for speeder or resource extractor is one thing (since you're pretty much remotely calling it over), but waltzing around with a deed for a YT-1300 in your back pocket? Okay, I would accept that your ship is waiting at a particular starport or orbital station and is being sent over remotely by auto pilot, but some time constraint should be added for the distance of where it is.

I read in a review that Shipwrights will be able to make starships right from the beginning, which sounds a little out of place with the other Artisan abilities. They should have to work on smaller parts or simple vehicles (such as having to be able to build a swoop and speeder as a Master Artisan). Make a Novice Shipwright have to work on upgrade components and do ship modifications from a mission terminal like the other professions as practice.

What kind of ships can the shipwright build? All the starships in the Star Wars Universe are built by starship corporations. Shouldn't a shipwright start as a mechanic and work up from there doing repairs and modifications? Having a Shipwright Mechanic abilities to start off with would also allow the player to build up an ability to do starship Buffs to reinforce someone's ship with better hull, engines, more powerful guns, etc.

The building of a starship takes large amounts of resources and space to build. Perhaps allow the Shipwright to build the machinery needed to make or outfit a ship, much like an Artisan progressing to the skill of building a resource extractor. Better yet, make starcraft building a thing that is only done in orbital platforms, yet repair and modifications can be done planetside at Shipwright stations.

Shipwright can start at the Corellian, Sienar Fleet Sys., Soro-Suub, Incom or Koensayr Shipyards as apprentices building ships and then they can move on from there.

Add the skill of an Architect to build a Starship Garage, put a bunch up for sell by the Beta testers to allow the newer Shipwrights to buy one, or have a Shipwright Guild to have a large space to build ships. Allow there to be a community Starship Garage to allow new Shipwrights to pay a small fee to use the local area to build & modify ships. Or just have a large Starship Crafting Station in a Starport which is the only place to build a starship unless you have your own in a personal or community Starship Garage.

Also, I think it would be cool if a Shipwright can start by building a Starship simulator, then a new or experienced pilot can practice their flying in a simulator (much like an Artisan crafting in Practice Mode). The pilot could then own and integrate it into their own ship later for practice during those long hyperspace jumps. Thus the pilot does not have to put their ship in danger of heavy damage, and the Shipwright can work on a small device that deals with starship components without having to need all the large amount of resources to build an entire ship. Plus, the use use of simulators also harkens back to great TIE Fighter and X-Wing flight sims that were used in those games (Which I still play in Classic mode on my Mac G4).

Slightly off topic... Is one of the 2 unrevealed starships the going to be the Personal Luxury Yacht 3000 that the veteran players get? If so, then would it not be revealed now and should be added to the list of ships for JTL page?

* Salad days: a period of youthful inexperience.



The Spice must flow!
PHX1138
Sat Sep 04, 2004 2:54 pm
#65



Dameos wrote:
... fuzzy dice hanging from the hyperdrive lever..





I'm only gonna say this once (lucky you): They were SILVER DICE... It was Chewie's Fuzzy Head that bumped into them.

Sheesch!



The Spice must flow!
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