Artisan Archive

Thread: VEHICLE SCHEMATIC SUGGESTIONS and complete vehicle info. [Tuesday, Dec 9]

MSP0
Sat Dec 06, 2003 1:49 am
#66

So let's rephrase it. Lower quality vehicles should be slower.


Still, there are other areas where they can allow experimentation. Turn rate, response, acceleration, terrain negotiation, power efficiency (if power were added), damage/decay resistance, ease of repair, optional add ons (like power ups work for guns)


It is things like these that will make real races possible, as well as govern what price a vehicle commands in the market.


At the very least we should be able to colorize the darned things!




Makkil of Wanderhome - Assistant to the Mayor of New Defiance, Naboo
(Master Rifleman/Master Bio-Engineer)

Supreme Cuisine and BioTech, at the Market in New Defiance
-4267, 3107, On New Defiance, Naboo (1.2km SSE of Theed)
BlueMorgoth
Sat Dec 06, 2003 1:58 am
#67

Wertzer, the way to deal with that is to lower the base speed of all the vehicles. A fully experimented, 1000-stat components would then get the vehicle to the current speed caps. That way neither system breaks and we get what we're asking for.

Vaendross, having the lower-level vehicle in Eng IV depending on a higher-level (ie MA) components is just not going to happen. That makes it impossible to bootstrap the system to get moving for lower level characters (particularly starting up a new server). What you will find is that it would be possible to go the other way - put a subcomponent or two into Eng IV and have the final build in MA.

Alternatively, looking at the swoop for example:
Eng IV:
Engine component
Frame component
Swoop

MA:
Steering component
Navigation component
Advanced Frame component
Speederbike
X-34


To do this, you'd then want to move say the Power Conditioner and Control unit schematics to Eng IV so taht you could then build the Engine Component with them.

Thus, we'd have multi-tiered schematics like the DOM line does, that looks something like this:


Eng IV
Power Conditioner (moved from MA)
Control Unit (moved from MA)
Engine Component (1x control, 1x power conditioner, 200 ferrous, 100 lube oil)
Frame component (500 steel, 250 non ferrous)
Swoop bike (1x engine comp, 1x frame comp, 50x hide, 10x bone (gotta have the horns on the handlebars ) )

MA:
Advanced frame: (1500 steel, 500 aluminium)
Steering component: (1x GP, 1x Control, 1x MSS, 100 steel, 50 copper)
Navigation component (1x MSS, 1x GP, 1x EMM, 100 copper)
Speeder bike: 1x Nav comp, 2x steering comp, 1x adv frame, 1x engine, 1x fibreplast panel
X-34: (1x nav, 1x steering, 1x adv frame, 3x engine, 1x control unit, 2x fibreplast panel, 10x metal fasteners)

I would really like to see the MA versions have at least one fibreplast panel as that will force the MA to use all their lines of knowledge - both DOM and MA. I think it's a bit silly that the MA makes stuff that doesn't depend on any of their lower levels of knowledge.

With this, it makes them a small challenge to build, puts the price up to around 30K or so (ie more than a small house, less than a medium house) and gives some level of complexity to the building process. Thus, vehicle makers will become somewhat of a dedicated profession.



Sox na'Kreyte : Wanderer, looking for professional counciling
Retired Master Droid Engineer, Master Merchant, Master Artisan,
Titzosh Irssoko: Master Chef, TKM
Tyrena, Corellia (-4027, -2324), Bria
05577
Sat Dec 06, 2003 3:48 am
#68

Personally, I think anything more than 3 or 4 components would be pain in the butt. I want to be out cruzin around not spending hours just to put one out. I do like the idea of being able to have optional components like armor from an armorsmith and weapons from a weaponsmith but the vehicle should be completely craftable by the Master Artisian, with maybe one or two components craftable by an Engineer 4. Vehicles shouldn't be costing player outrageous amounts of cash not only to buy, but to mantain as well. Sure, the quality vehicles should cost more and if armor and/or a weapon is put on it, it should be able to bring in a good chunk of change, but the basic vehicle should at least be affordable not only to the advanced players but be cheap enough that a novice could pick up a lesser quality one without having to spend a weekend running massive amounts of missions just to get one. If you can by a small house for 5k, why not be able to buy a decent mid-quality vehicle for about 3k-4k? Also, the decay rate needs to dealt with as it currently is in Test Center, or nobody is going to want to put the effort into something that will rot within a couple of weeks.


So, here is my obligitory schematic:


Components:


05577
Sat Dec 06, 2003 4:19 am
#69

05577
Sat Dec 06, 2003 4:27 am
#70

!@#%computer. I'll try it again.


So, here is my obligitory schematics:


Components:



Repulsorlift: 150 Iron, 50 Copper - 66% Conductivity, 33% Unit Toughness


Engine: 200 Ferrous, 50 non-ferrous - 100% Heat Resistance


Vehicle:



Swoop: 500 Steel, 150 Fiberplast, 100 Polymer, 1 Repulsorlift, 1 Engine, 1 Armor Panel (optional),1Weapon (optional) - 66% Shock Resistance, 33% Decay Resistance


Speederbike: 750 Steel, 150 Fiberplast, 150 Polymer, 1 Repulsorlift, 1 Engine,1 Armor Panel (optional) 1 Weapon (optional) - 66% Shock Resistance, 33% Decay Resistance


Landspeeder:1000 Steel, 300 Fiberplast, 100 Polymer, 1 Repulsorlift, 3 Engines (similar NOT identical), 2 Armor Panels (optional), 2 Weapons (optional) - 66% Shock Resistance, 33% Decay Resistance


And, of course, you should be able to choose a color scheme when you craft it.


This would be a good balance between having the ability to craft a quality vehicle, being able to customize it, and not requiring a ton of resources or a lot of time to put together, and keeping the price where the average vehicle will cost a resonable amount of cash.

Mooco
Sat Dec 06, 2003 7:54 am
#71

OK first off, I do think that adding some components would be a good thing as well as experimental changes in speed, durability etc. But as far as needing components from other elite professions I think that they should be optional components not required ones that way there would be more of an incentive to become a master artisan aside from being a dealer of electronic parts, instead of making the best thing to happen to master artisan dependent on the cooperation of other greedy people.



___________________________________________________
Mind tricks don't work on me, Only money"
Aairen- MBH, M carb -OG-
Moo'co- M Suggler, Imperial Colonel Imperial Pilot Ace -OG-

Straws
Sat Dec 06, 2003 8:12 pm
#72

I am really disapointed in how the artisan correspondant is doing this. He and the Devs are making vehicles a very rare and expensive item. They are going to sell for hundreds of thousands of credits each. This is ridiculous. All he cares about is making people overly rich. Me and one other person are trying to make free vehicles for my entire guild (about 15 people) now we know that this is impossible. our BE made free mounts for the guild but this is not possible with vehicles. The resource take it way too much.
Vaedross
Sat Dec 06, 2003 9:00 pm
#73

There is no official schematic yet. They have not yet replied to the feedback players are giving on schematics. I have recommended that the schematic be under 5k total resources for the x34.



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
Straws
Sat Dec 06, 2003 9:23 pm
#74

Well Thank you. I hope they adopt that because if they are trying to stay true to the movies like they say they are....theyre totally screwing it up. A slow space ship in the movies would cost 10k. Han Solo payed 50k for the Millenium Falcon. And people are already saying that with the 10k+ res. vechicle schematics they would charge a minimum of 100k credits. Thats already way too much. Space ships are going to cost millions instead of 50k. And house maintenance is way too much also. I know that houses were expensive in the movies but the fact that over 2 weeks of maintenance is what you can buy a space ship for in the movies is just bad.
BlueMorgoth
Sat Dec 06, 2003 9:36 pm
#75

If you want to be correct, Solo didn't pay anything for the Falcon - he won it gambling. He paid a lot for all the modifications to it though. Memory is a little hazy, but about 35K he spent on the mods for it.



Sox na'Kreyte : Wanderer, looking for professional counciling
Retired Master Droid Engineer, Master Merchant, Master Artisan,
Titzosh Irssoko: Master Chef, TKM
Tyrena, Corellia (-4027, -2324), Bria
BlueMorgoth
Sat Dec 06, 2003 9:39 pm
#76

Gah.. Board software...

anyway, the prices in SWG have no relation to any other SW source. EVerything here is at least an order of magnitude more expensive. There's just no point comparing the two.



Sox na'Kreyte : Wanderer, looking for professional counciling
Retired Master Droid Engineer, Master Merchant, Master Artisan,
Titzosh Irssoko: Master Chef, TKM
Tyrena, Corellia (-4027, -2324), Bria
Mor-Dan
Sun Dec 07, 2003 2:13 pm
#77

EVERYBODY builds houses, that's why. supply and demand. after about a week, vehicle prices will drop sharply. that first few hours? don't be suprised to hear people paying upwards of 1 million for them just because they don't want to thave to wait for them...



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
BaronFelon
Sun Dec 07, 2003 4:42 pm
#78

The question I have, does anyone have an actual Test Center schematic and average prices for the vehicles?
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