Artisan Archive
Thread: VEHICLE SCHEMATIC SUGGESTIONS and complete vehicle info. [Tuesday, Dec 9]
When I look at vehicles in the 'NEAR' future I would like to see this:
Logical amount of resources; No more than a house! Certainly not much more than a Wind Harvester which probably would contain more metal than a small vehicle.
Logical variety of resources; I fiddle around with cars in RL and I'm surewe all know vehicles contain lubricating oils, leather/cloth, plastics, rubbers, a wide range of metals including iron, steel, aluminium, copper, etc. (dah!)
Logical overall price; perhaps prices ranging from 10k to 20k I see as acceptable from the start.
Logical method of use; I would say mounts are more effective in an off-road environment, while vehicles are more effective around flat-ish terrain.
I perceive these particular vehicles to be simple methods of transport for now, which is all we really need, and I'm sure the devs allready have thesethoughtsin mind. However the 'FAR' future of vehicles in SWG I hope would be much more involved than this! Perhaps a whole new set of skills devoted to vehicles alone would open the possibilty of customised or "fastest vehicle" modifications. (Look at the CDEF weapons compared to WeaponSmith weapons) Now I'm sure the devs have this in mind also.
Perhaps a micro sensor suite, energy distributor, power conditioner, a control unit, a generator(architect) turbine and some reinforced fiber panels(tailor). Seat covers anyone?
That will keep the complexity at a decent level and make the crafting of vehicles more than just, oh I need 12K of some ferrous + 2500 of some non ferrous. That is just boring and it makes it look like the devs are just throwing resources at the problem of keeping the vehicles at least require some effort to aquire.
The simple addition of Architect Items will also drive the resource count up. A single generator turbine is 1600 or so resources of 5 different types.
A fairly complex craft is the solution to making both the creation of, and the riding of vehicles rewarding.
There are two parts to SWG, the consumers, and the makers, each thing added to the game should cater to both. In the case of mounts I think it worked well, BE to make, CH to train/tame, store for 3-5 days, and make a mount. It is great.
Vehicles should be the same, and as someone else said downward dependencies is a lot easier to get working that upward. ie requiring two elite professions in addition to MA for the vehicles will almost certain result in trading and commerce between players, whereas have DE require MA items mostly makes DE become MA.
I think the devs may be social engineering us a bit here
When I saw those requirements, the first thing I didwas planet-hop to find an 86% spot for steel that has 895 SR. I then promptly placed 2 heavies (I'm in the middle of moving from a small house to a large one so I temporarily only have 2 lots available). Even after 12 hours they had barely gotten enough for 2 vehicles at the current schematic.
I'm starting to think that they have temporarily made the schematic insanely expensive to prompt us to harvest plenty of resources to make a lot of them at launch. I know if the schematic drops signifcantly in resource costs between now and when the patch goes live, I will be able to make a ton due to my frantic effort to get enough steel for the current scematic.
A couple of quick questions:
Which crafting tool will this require? Weapons, Droid and general item i would guess
Can we experiment, or how does quality effect the vehicle?
This was probably already addressed, but I have missed it. Thanx a bunch for the info ![]()
Vaedross wrote:
Today I recieved a response on your feedback, but I have not been cleared to speak on it. We are making progress!
One thing I don't see discussed is the decay rate--just how fast is it. Everyone seems focused on the amount of resources involved. I think the amount of decay related to the amount (not just quality) of resources is a more relevant question.
Padre Book
Intrepid Scientist
Mayor of Serenity Valley
Vaedross wrote:
Today I recieved a response on your feedback, but I have not been cleared to speak on it. We are making progress!
Tease!
- Complexity that suits the master of a beginning profession (see Stim B from medic for a comparison)
- Future expansion. There will be a Vehicle Engineer profession some time in the future, so a more complex schematic gives room for expansion later on using the MA as a supply of subparts. This is the supply inter-dependency like the elite crafting professions already have to MA.
- Challenge of finding good resources and the best combine. Sub parts mean that the final quality is not entirely dependent on a single set of resources that are a one-shot. With a more complex design, if you have crappy resources for one item, it doesn't hugely effect the final outcome (or only in proportion)