Artisan Archive
Thread: Expanding the Vehicle Market
- Vehicles will receive an amount of irepairable wounds in proportion (about 10%) to the amount of damage a vehicle takes between Garage visits. This emphasizes the need to "tune up" your vehicle at a Garage more often.
- The Shuttleport Repair Bug needs to be fixed (scheduled for Publish 8, so good ^_^ )
- Players need to have the one vehicle per player limit back (so that players can't go three times as long without returning to a M. Artisan)
- Repair costs at a Garage will be done via the percentage of Damage Repaired. This way old junkers that are 50% black-barred and brand new vehicles will pay the same amount for having 10% damage repaired. Old Junkers would start to "cost more" over time, because they fall apart faster.
I think this is a good idea and it makes a great deal of sense. If you repair your vehicle often enough the wounds are less and it lasts longer on the whole. The money sink for the most part goes to the garage not the artisan. If more people are buying more vehicles more often, the price per vehicle would drop (not that I think they are high now). Not every crafter is a master artisan so not every crafter is capable of building a speeder so it's not every crafter who is going to be making all the money off this idea. I think it has merit and should be explored more not just immediately thrown aside as a "greedy artisan" thing.
Additionally, perhaps vehicle colorization could be tied to the wound level of the speeder. That way if you repair the speeder more often your paint job lasts longer, which is something most people seem to want.
Another method of income would be that Master Artisans could effect repairs on the vehicles. It is a player driven economy after all. Why can't a player who can build a vehicle from scratch not be able to repair same? Artisans would be required to hang out at a garage and perhaps have crafted a vehicle repair kit.
Also Maybe a new Professional vehicle tree is needed. Like the Armorsmith or weaponsmith. And shouldn't something as complicated as vehicles be built in parts? I suggest a tree broken up into these four sections. Customization Frame Engine Body. The customization would enable color patterns and decals. The frame would encompass handling, class(tracked, wheeled, hover)and terrain negotiation. Engine would take on land speed and water speed. Body would be the shells of these cars.
Jedi-Dan wrote:
Another method of income would be that Master Artisans could effect repairs on the vehicles. It is a player driven economy after all. Why can't a player who can build a vehicle from scratch not be able to repair same? Artisans would be required to hang out at a garage and perhaps have crafted a vehicle repair kit.
Also Maybe a new Professional vehicle tree is needed. Like the Armorsmith or weaponsmith. And shouldn't something as complicated as vehicles be built in parts? I suggest a tree broken up into these four sections. Customization Frame Engine Body. The customization would enable color patterns and decals. The frame would encompass handling, class(tracked, wheeled, hover)and terrain negotiation. Engine would take on land speed and water speed. Body would be the shells of these cars.
With the ability to build only three vehicals, a new profession is worthless. In the future I hope to be able to build more vehical types, and then have the a vehical profession added.
As for the vehical wounds, I agree that this will just turn vehicals into a burden. Those things allready degrade way to fast, don't give them wounds. I say take away the timed decay, and make PvE target your bike instead of the rider. That way the damage done is "real" damage, and not some caveman damage system that exists in todays system. These things can float in the air, surely they can force damaging debries out of the way.
I do like the idea of making things more interdependant, however this does force some people to be social, and some players are NOT capable of playing a highly sociable game (tell them to become combat characters
)
Players need to have the one vehicle per player limit back
Have you ever been thousands of km away from civilization with 0 terrain negotiation and had your ride destroyed? Not fun!
I'd be happierknocking it down to 2/player.
Or paying a fee to a garage to get a "ride" to the closest settlement, kinda like a tow.
Message Edited by Spacedog on 04-21-2004 04:35 PM
Buying a new car is great. It runs great. Hell, it smells great. But after awhile you have to take it in for a tune-up. No biggie. It runs like new now. This cycle of "Tune Ups" reoccurs for years until a car is so run down, that there is no amount of repairs that can be done, short of full-blown restoration, that will save the car. People sell their "junker" or send it to the scrap heap and go and buy a new car.
This exact logic is what should apply to Vehicles. Vehicles as they are now receive Damage that can be fully repaired at Garage. A player can keep a Vehicle going FOREVER by doing this. This kills the market for Vehicles. The only people who buy vehicles are the ones who have theirs completely destroyed, or those new to the game.
You must not get out much. I've had countless rides destroyed once the creature I was fighting incaps or kills me and I just have to watch it take out my swoop because it's still angry.
Maybe YOURS lasts forever but I guarantee mine get usage and have high mileage. and with the next patch, there is no more fixing a disabled vehicle.
Wokka-wokka