Artisan Archive
Thread: Vehicles, some needed changes
We've had vehicles a couple days and the bugs are being ironed out. It is time to start looking at the way they are made again. The schematic is simple, prices are rock bottom, the use of crap resources are abundant.Sadly I don't see that changing in the near future, unlessthere are some changes that could be made right away or in the near future that would improve the artisans situation. The changes I suggest should be easy to implement for the dev team.
My suggestions for immidiate changes are:
1.Make hitpointsshow up onthe deed. We really need this.
2. Change Lowest hitpoints to 500 for speeders and swoops and 1000 for X34. This would increase the experimentation range from 1500 to 2000 HP's thereby increasing the value of good resources and experimentation.
3. Make the vehicles craftable only in factories. I'm sorry but what happened showed that it was just too easy to create vehicles.
4. Make the vehicles auto-store on incapacitation/death. Getting anexpensive vehicle destroyed because of a freak mob encounter isn't fun, nor is it needed in any content like way.
My suggestions for near future changes are:
1. Colors.
2. Let experimentation affect Speed as well as Hitpoints.
Changes beyond that are best covered in the vehicle wishlist thread.
EDIT:
One more immidiate change suggestion:
5. The decay on the swoop is too fast. Make 1.5 the decay of the Speeder instead of double the decay.
3. Make the vehicles craftable only in factories. I'm sorry but what happened showed that it was just too easy to create vehicles.
4. Make the vehicles auto-store on incapacitation/death. Getting anexpensive vehicle destroyed because of a freak mob encounter isn't fun, nor is it needed in any content like way.
To 3 I'd say a big NO!. Next to master artisan I am also a master dancer, and with a cantina and house, I can't spare any lots on a factory (even if I DID own one...) Besides, mass production lowers prices, I prefer the custom made thing myself....
To 4 a no as well, I get incapped a lot of times simply traveling ( and lots of others too, no doubt) and having your vehicle stored halfway a long trip also means you have to walk and maybe get incapped even more, because you couldn't outrun the nasties,,,,one of the primal reasons for owning a vehicle, in my case...
If players take their vehicle into a combat willingly, and it get's destroyed while they're busy standing up after getting incapped, well, their risk. Vehicles were never build for battle in the first place, and are no good in battle anyway....so tough luck, buy a new one at your local dealer....(try entering battle on your mount next time, you can fire your gun then too....)
Norseh wrote:
We've had vehicles a couple days and the bugs are being ironed out. It is time to start looking at the way they are made again. The schematic is simple, prices are rock bottom, the use of crap resources are abundant.Sadly I don't see that changing in the near future, unlessthere are some changes that could be made right away or in the near future that would improve the artisans situation. The changes I suggest should be easy to implement for the dev team.
My suggestions for immidiate changes are:
1.Make hitpointsshow up onthe deed. We really need this.
2. Change Lowest hitpoints to 500 for speeders and swoops and 1000 for X34. This would increase the experimentation range from 1500 to 2000 HP's thereby increasing the value of good resources and experimentation.
3. Make the vehicles craftable only in factories. I'm sorry but what happened showed that it was just too easy to create vehicles.
4. Make the vehicles auto-store on incapacitation/death. Getting anexpensive vehicle destroyed because of a freak mob encounter isn't fun, nor is it needed in any content like way.
My suggestions for near future changes are:
1. Colors.
2. Let experimentation affect Speed as well as Hitpoints.
Changes beyond that are best covered in the vehicle wishlist thread.
About the suggestions to immediate change:
point # 1 (hit points at the vehicle deeds) - we need this immediatly to give to the customers something to diferenciaty the vehicle quality.
point # 2 - maybe, but if point # 1 is implemented the value of experimentation and good resources use will go up. We need have in mind that this will be an extreme measure to make the player comunity wnat to buy higher experimented vehicles and don't the cheap ones.
point # 3 and # 4 - I am against these points. If points #1 and # 2 are implemented we don't need more changes to strengh the "serious" MA positionthe point # 3 will be an exageration.
About the sugestions to near future change:
point # 1 - IMHO all the Master Artisans want this and I want it to make cool vehicles.
point # 2 - IMHO all the Master Artisans too want it, but I believe that is too dificult to be implemented because the devs maxed the vehicle speeds and the game system don't will support faster vehicles.
Gorathion wrote:
To 3 I'd say a big NO!. Next to master artisan I am also a master dancer, and with a cantina and house, I can't spare any lots on a factory (even if I DID own one...) Besides, mass production lowers prices, I prefer the custom made thing myself....
To 4 a no as well, I get incapped a lot of times simply traveling ( and lots of others too, no doubt) and having your vehicle stored halfway a long trip also means you have to walk and maybe get incapped even more, because you couldn't outrun the nasties,,,,one of the primal reasons for owning a vehicle, in my case...
If players take their vehicle into a combat willingly, and it get's destroyed while they're busy standing up after getting incapped, well, their risk. Vehicles were never build for battle in the first place, and are no good in battle anyway....so tough luck, buy a new one at your local dealer....(try entering battle on your mount next time, you can fire your gun then too....)
On 3. I can mass produce vehicles much faster by hand than a factory makes them. I have tried both so I do know that for a fact. A factory will complicate the crafting process without needing to change the schematic, so you will need to plan ahead more producing vehicles.
On 4. It is not about taking a vehicle willingly into combat. This game still pops mobs on top of your head that canincap/kill you before you realise whats happened. And destroy your vehicle just as fast. After all, droids and pets "survive" death as well as PC's, so why shouldn't a vehicle?
3 NO, I dont want to have to use a factory to make a vehicle. If you add other items to it (like larger harvesters do, ok, but NOT the final combine ie: 2 power somethings from a factory crate)
4 NO, if I get incapped for whatever reason, they just need to fix it so the vehicle doesnt play into combat. Now if they make vehicles with weapons, then sure those should be able to be targetted, but ATM they cant attack, so they shouldnt be attacked
The bottom 2,
1, yes, and they are looking into that
2, would be kinda neat, but dont see them making it much more then like 10% increase, maybe 20%.
Fred75 wrote:
4 NO, if I get incapped for whatever reason, they just need to fix it so the vehicle doesnt play into combat. Now if they make vehicles with weapons, then sure those should be able to be targetted, but ATM they cant attack, so they shouldnt be attacked
The bottom 2,
1, yes, and they are looking into that
2, would be kinda neat, but dont see them making it much more then like 10% increase, maybe 20%.
On 4. I'd agree that the best choice would be to make the vehicles unattackable/non aggro. Unless we can use them as weapons (ramming speed please!) I see no reason why NPC's need to aggro on them.