Artisan Archive
Thread: VEHICLE SCHEMATIC SUGGESTIONS and complete vehicle info. [Tuesday, Dec 9]
Zoomerz, yes, Master Artisan gets to make em.
Well, at least our correspondant is getting feedback.... he can only give hints, but at least we get that much.
PS - the suspense is murder. ![]()
Vayde_Aren wrote:
he can only give hints, but at least we get that much.
Check the "thunderheart's schematic feedback response".
You mean like basically every useful Medic/Doctor crafted item? Stims, Enhances, wound packs, disease packs, anything other than stim a and wound a takes at least one of each of three different components. Enhances beyond B's take 1-3 of each of 3 different components. Multiple instances of multiple components is hardly unique to DE's
Kurt_Mendel wrote:
I think you've gone sub-component crazy. 1-3 items of 3-5 types of Master level components, some of which (Microsensor Suite for instance) have 2-3 Master items as sub-components? There would only be 5 vehicles in all of SWG.
If you're serous about sub-components, maybe a single item of 1-2 types... that's how almost everything else in the game (well, save DE with its requirements for multiple types of multiple factory-identical items, which I have to say drives every DE nuts).
> A T21 sells for 30k (50cpu) and takes 34 minutes to craft by factory.
Not of course counting the Ten (10) blaster power handlers, rare spawn materials, backward-stat materials (iron),and optional 5 other rare materials (for ABPH and ABRB).
You are going to wish that vehicles required8 rare resources too and be as sensitive to quality as a T21 customer? There's a reason T21's are expensive.
If vehicles took the same amount of effort a T21 did, they would be relegated to a few well connected masters, the same way the T21 market is.
Be careful what you wish for, sir.
- Nox
PadreBook wrote:
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.
Yes, exactly. There is a real chance here that you could end up putting more money into your motorbike than anything else, including houses and factories. First of all I think this is wildly unrealistic (yes I realize this is a game but come on). Secondly, it makes it very hard for a casual player like myself to own one without spending my every online moment earning cash to support the thing.
Now, aren't vehicles the biggest part of the upcoming publish? So why aren't we getting any communication from the devs on this? There should be a lot of discussion with this board. Or at least they should be putting something final on the test center so we can knock all the bugs out of it before it goes live. But we don't know for sure what the basic stats will be. How much material to build, how quickly they decay, how much to repair. None of these has been given a definate final answer. Which means the devs are and will be tweaking right up to the release. That means there will be changes in the live publish that have not been tested.
I wouldn't mind that so much if the devs had a track record of getting things right on the first try. But...
Nox_SWG wrote:> A T21 sells for 30k (50cpu) and takes 34 minutes to craft by factory.
Not of course counting the Ten (10) blaster power handlers, rare spawn materials, backward-stat materials (iron), and optional 5 other rare materials (for ABPH and ABRB).
Rare materials are a non-issue once they spawn and you put 10 heavies on them. They only create scarcity for a limited time and then prices fall to normal for a while. Rare resources are the reason why T21's were 200k on Intrepid for the first week after they spawned.
I counted 10 blaster power handlers in my calculation of 34 minutes to craft a single T21. I just re-did the numbers and I must have left the final assembly off, so total 36 minutes 20 seconds.
Message Edited by Vaedross on 12-10-2003 11:58 AM