Artisan Archive

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

Srednii
Mon Dec 08, 2003 7:16 pm
#92

I like the idea of adding components that add storage space like you can get with droids. Maby only with the larger vehicle tho, the smaller bike vehicles don't look tobe big enoughto hold a lot of items .



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Vaedross
Mon Dec 08, 2003 7:33 pm
#93

Today I recieved a response on your feedback, but I have not been cleared to speak on it. We are making progress!



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
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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)
BaronFelon
Mon Dec 08, 2003 8:05 pm
#94

We need to think of this game also, as not just an amount of money we get to replenish resources, but as a business. That is what many weaponsmiths and armorsmiths have been doing very well. I think this is a perfect oppurtunity for Master Artisans to begin to make money also. It has been a long time since I have been able to see a decent profit and now it will be possible. I think the 75k-110k prices are more reasonable than what you think. Not only will vehicles be utilized by all characters, but they will be faster than animals and better terrain navigation. We can see people springing up dealerships and other types with special classifications these will be invaluable to characters. So we can not charge little amounts for these vehicles. However, we can offer sales, rebates, trade-in values and other things. I know it sounds weird how I am saying all this. My experience in this matter is the fact I am the owner of a several car dealerships and this is my entertainment. Selling cars in and out of the game haha. When it comes to vehicles it is my life, personal and SWG so I can provide you with as much information as I can. I am happy to answer any questions concerning sales.
Disordah
Mon Dec 08, 2003 8:15 pm
#95

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.

Zoomerz
Mon Dec 08, 2003 9:56 pm
#96

Is artisan the profession that will craft vehicles? I am a master artisan, so there will be a new tree added to that?
GoodAshe
Tue Dec 09, 2003 1:46 am
#97

I too would like to see a reasonable number of subcomponents.

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.



kMm Theo's Droid Depot & EDO Starship Division mMk
EDO DEPOT - NW Coronet (-939 -3764) & EDO Mercantile - Pax Veritas Naboo, Shuttleport
Master DE & Now Master Shipwright Ready to Take Your Order!

seant9
Tue Dec 09, 2003 2:19 am
#98

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.





(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)


Sea-to Hidal - Krayt Oasis, Tattooine - <BGH>



Anstrona
Tue Dec 09, 2003 6:09 am
#99

I think everyone's kind of missing the point here when they're complaining about the simplicity of the schematics. These 3 vehicles that are being added are the CDEF Pistol of vehicles! They're supposed to be simple schematics! CDEF weapons only take 2 materials to make and you don't see the weaponsmith community complaining do you? These are the basic vehicles, they're supposed to be simple. Complaining and whining to get things changed is only going to accomplish one thing; delay the release of vehicles even longer than it already is. Later more advanced vehicles will be added, hell...maybe even a vehicle engineering profession will be added, then you can get complex schematics til your heart's content. Just try to keep in mind people, this is the beginning of vehicles, not the end.



Griff "Tron" Anstrona
One Part Smuggler, One Part Weaponsmith, All Jerk
"It amazes me how much SWG smugglers resemble true Star Wars smugglers...with the nuts cut off"
Ollack
Tue Dec 09, 2003 6:55 am
#100

Good heavens! How many resources is it going to take to build the fancier cars in the future? This is totally out of whack already. Am I the only one who thinks cars should be cheaper than houses?
Panda-tac
Tue Dec 09, 2003 8:37 am
#101

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




PadreBook
Tue Dec 09, 2003 8:48 am
#102



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
Alacrity
Tue Dec 09, 2003 9:09 am
#103






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!



Amoon Darkflier, Elder Artisan, Elder Droid Engineer, Elder Merchant

"I find your lack of pants disturbing."
BlueMorgoth
Tue Dec 09, 2003 11:02 am
#104

ANstrona, the reason we want more complexity that a powerup is that this is an item crafted by a master of the profession, not a novice.. CDEFs are made at very low ranks of the profession, and thus really simple, but by the time you make master, it is expected that you should be able to handle more complex items. So, for me at least, the basic justifications are:

- 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)



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Retired Master Droid Engineer, Master Merchant, Master Artisan,
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