Artisan Archive

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

Vayde_Aren
Tue Dec 09, 2003 6:44 pm
#105

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
R
Vaedross
Tue Dec 09, 2003 8:13 pm
#106

New test center patch. New vehicle info at head of this thread.



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)
Vaedross
Tue Dec 09, 2003 8:15 pm
#107


Vayde_Aren wrote:
he can only give hints, but at least we get that much.


Check the "thunderheart's schematic feedback response".



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)
Malinon
Tue Dec 09, 2003 11:33 pm
#108






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).





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
Inquesitor
Tue Dec 09, 2003 11:36 pm
#109

I don't know if alot of people would share my insight on this idea. I would think that it would be more senseable to make the creation of bigger item i.e. (buildings, vehicles, at at,....) and such to be a partnership of several players. For example an (at walker) would take say an architect, two or three artisians, two armor smith, and two weapon smiths). As far as owner ship of such items sould be a community item for a city or PA and should be weild by the representive that contorls the city militia and/or PA leaders. The idea that an artisian knows nothing of armor or weapons that would be need for such an item other than putting it together. An aritect would be the only one to draft plans for such a hugh item. hope you are getting the idea this way it would bring more players together and give more unity to the professions instead of I need this from a tailor. It would be the idea of I need the help of an armorsmith or such just to craft an item. Meaning the end result would be greater than the sum of the individual efforts.
Vaedross
Tue Dec 09, 2003 11:54 pm
#110

Lots of good feedback. It has been passed on to the devs. I'll make a new thread when I'm told there can be room for improvement.



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)
Nox_SWG
Wed Dec 10, 2003 12:55 am
#111

> 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



Ollack
Wed Dec 10, 2003 1:30 am
#112



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...
Vaedross
Wed Dec 10, 2003 9:51 am
#113


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



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)
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