Artisan Archive
Thread: VEHICLE SCHEMATIC SUGGESTIONS and complete vehicle info. [Tuesday, Dec 9]
Hey I can't wait for the vehicles to come out. I am sure the ingrediants are set already. But I don't see any use to have a power distrubtor, and gp when you use a Micro sensor suite. I agree with some that the complexty should be for a master artisan with more resource on the x34 so they can sell easiely for 30k. the speeders should be no less then 20k.
With 1800 resources it's hard to ask for this price. when the Animal mounts first came out Spats where going for 80k. Heres my ingredient list.
x34
Ferrous metal 1200
non-ferrous metal 600
low grade ore 1200
2 identical microsensor suites
600units of fiberblasts
4 identical driod storage compartments
for the rest Same just less of the metals and fiberblast. Have the Experimitation effect the speed and lenght of time of cruising before fixing. I do like the idea about adding optional component to effect faster speeds and possible weapons.
AK-Ice
Master Artisan, Master Architect, Novice Driod engineer
Bria Server
I believe that only requirements should be everything that you have at Master Artisan. I have no problems with adding other Master Artisan items to the vehicles, but not an item from an elite class. It's bad enough that Armorsmiths need Tailor items. I have no problem with making it an optional item in the schematic. Here's what I would like to see:
Swoop Bike
- 2500 ferrous metal (Frame)
- 1500 aluminum (Body Covering)
- 50 copper (Wiring)
- Fiberplast panel (Seat) - Optional Synthetic Cloth or Reinforced Panel
- Control Unit (Controls)
- Energy Distributor (Power Unit)
- optionalDroid Item Storage Module(Item Storage)
SpeederBike
- 2800 ferrous metal (Frame)
- 1500 aluminum (Body Covering)
- 50 copper (Wiring)
- Fiberplast panel (Seat) - Optional Synthetic Cloth or Reinforced Panel
- Control Unit (Controls)
- Energy Distributor (Power Unit)
- optionalDroid Item Storage Module(Item Storage)
X34 Landspeeder
- 5000 ferrous metal (Frame)
- 2500 aluminum (Body Covering)
- 75copper (Wiring)
- 2 Fiberplast panels(Seats) - Optional Synthetic Cloth or Reinforced Panel
- Control Unit (Controls)
- Energy Distributor (Power Unit)
- optionalDroid Item Storage Module(Item Storage)
This makes every vehicle able to be built by any Master Artisan, and makes more sense. Plus adds some optional items to enhance the vehicles.
- Travin
I can't believe they increased the resouces needed by 10x! That would mean that we would need to charge about 150K instead of the 15K we were thinking! That seems ridiculously high. Add to that the fact that most of us would only be able to craft about 10 or 15 at that level, due to lack of resources, and the prices will be forced even higher by lack of supply!
I really think that the resource level needs to be no higher than about 3K. That would make them affordable for more people.
Aurorra Lightstar- Master Artisan- Tarquinas
Regarding the latest vehicle stats:
How many Condition points do they get, and how long is a "tick"?
Other than visiting a Garage, how can they be repaired (i.e., will there be Vehicle Repair Kits)?
Will Garages be added to places that don't currently have them (e.g., the Dantooine outposts)? Can they be crafted by Architects and placed in Player Cities? Does Garage repair cost money?
Ok, answering my own questions!
One "tick" is 10 minutes. Vehicles lose a bit of Condition upon Call and Store as well.
No reference to Vehicle Repair Kits, but you can place Garages in Player Cities (like any other civic building).
Garage repair does cost money (Currently 2 cr/point, I think).
-shrugs... the increase of the resources is my fault in part...
Some of us started to set prices with the schem at 1.2k and 450 non ferrous (i.e.), then we calculate the prices with the rates that a miner would sell resources ( 1:3, 1:4), like 9 or 10k each the landspeeder...
Devs watched that, and i could remember some one of them said "vehicule can not be so cheap"... then the logical fix for that would be increase one "0" in resources...
And i do no think so the prices of the vehicule will be down with the time, simple:
if i sell a Landspeeder in 68.3k (which represents the cost of production in resources, energy and mantainence of factories, taxes and others) i´ll can build another one... but you need to keep a profit to increase your volume production...
Lets set a price for 95k to the landspeeder, in example. You could say "Wow!, it's too much"... maybe, but you must think that you going to win 26.6k per Landspeeder... but it represents just 0.34 of a new car... in other words, you´ll need to sell 3.2 landspeeders to build another one...
And this amounts are not counting if you have a critical failure!!!, if you want to save this, you´ll need to sell each one in 117k... keeping 22k to replace a part or the critical failure of one... by this, you going to need to sell 3 lands to replace the failure... if you do not want to loose...
Thats my point of view, feel free to post your opinions.
Sorry for my bad english.
Regards
I'd like to see at least2 components or possible enhancement slots... Engines and Weapons!
Onesuggestion of mine istoo adda few different types of engine blueprints:
Economyengine; costs less to build (or perhaps run),
Standard engine; Well balanced between power and cost,
Performance engine; designed for more speed & acceleration but costs more to build / run
In the speeder bike scene in episode 6, I recall the speeder bikes having mounted weapons. It would be a mistake not to add this option to the speeder bike, or at least another model of the speeder bike. (This moves on to my other idea) I know there may be a problem with kiting, but I'm sure there are ways around it; maybe the weapon addon slows the vehicle and / or removes reverse gear.
Perhaps when spacecraft construction comes into the game a novice spacecrafter could have blueprints for advanced models of these ground based vehicles that could support multiple component options such as engines, weapons, armour, droid seats, side-karts etc.
What ever happened to Boba Fett's "JETPACK"?!? *wink wink nudge nudge*