Artisan Archive
Thread: Reverse Engineering gave me an idea.
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Orryhazard
Fri Nov 26, 2004 8:29 am
#1
The reverse engineering of space parts was a great idea. It got me thinking, would it not be great if we could blend resources in a similar manor?
You need aluminum with high overall quality and high conductivity. You manage to find some with 999 overall quality, but only 230 conductivity. You also manage to find some with 591 overall quality and 900 conductivity. It would be great if we could blend them together in a similar manor to reveres engineering, and get some aluminum with 999 overall quality, and 900 conductivity. I was thinking something like this.
If the resource has 8 stats (Overall Quality, Conductivity, ect) you will need 8 equal stacks of the same type of resource, plus a stack of one for the resource name you want it to have. So if you need Dolium Iron, you put 1 piece of Dolium Iron in the name section, and then equal amounts of any type Iron in the remaining sections. Each section would correspond to one of the stats. When the blending is complete, you will have a stack of the resource with the desired stats. If you put in stacks of 10,000 into each section, then the stack out would be 10,000 of the blended resource.
JeCy
Fri Nov 26, 2004 9:31 am
#2
RE'n is bad, very bad.. as it is its killing shipwrights and making only RE'd stuff worth using.. hopefully that will be fixed.. One reason why im sorry i even tryed Shipwright,,, here i have one and my crafted stuff even using all resources over 990is really not much better, and even worse in many cases than using only loot. About the only pluss there is right now is that a shipwright can manipulate mass a bit and squeeze in stuff where looted is stuck,, this really only effects the low end ships anyway like novice and tier 1 anyway.. and the difference in using total crap making a chasis and say 990 is about 500 mass, sorta patetic if you ask me.
If they did the same with resources it would really kill the little guy as big resource guy would just take tons and tons and just make say 1000 con 1000 oq metal for guns, or any other combo,high con or high OQ copper is fairly common, but high con + oq is very rare,, it would make using anything less that 990 in any stat usless cuase thats all the top crafterbe using only that,. It would kill miners, and resource dealers as well. It would also turn stuff that is rare into every day stuff.. even if you had to use just one reource type to combine it would kill it. resources always hit high on one stat atleast once a month soo even over the mater of 4 months you would be seeing people using just maxed out resources stats in there crafting. Just check swg craft and look up any resource on any server and you will see what i mean.
But,,
the idea has merit in some respects,, and has been kicked around in the miner prof idea.. how would it work?
well it would add new schematics to make new reources, in a new factory. archtects would be very happy with the new schem : )
the process would be involved but basically it would take varrioius resources say pollysteel copper, durrainium steel,, and titanium.. combine it and it makes a new reousce called pollymetric alloy.. this could be used in new schematics for future stuff or maybe some existing. this idea has been kicked around before. I have a freind that is freinds with a dev and they have tossed the idea back and forth a few times. Not sure if its in the future or not but if soo im all for it.
btw not trying to flame ya for the idea, cuase idea's are what make this game great : ) But as a miner since launch i figured i would throw in my 2 cents
Je'Cy Dax
KaetlinAiudeh
Fri Nov 26, 2004 9:49 am
#3
The problem here is technical, and is difficult to explain to those without database experience, but I'll try.
In SWG, resources are not stored the same way as crafted items. Somewhere in the database is a list of all resources that have ever existed and their stats. This list is huge. When you harvest resources, you essentially put a record in your (or your harvestor's) inventory that says "10,000 units of x resource", no stats are saved in the individual stack's record. the Stats are only retrieved by reference to the master resource list.
Database size has been a concern for a while in SWG. Allowing the kind of modifications you propose increases the potential database size exponentially. For example, if the average resource had 4 stats:
If there were 1,000 previous resources, implimenting your system would allow a total of 1,000,000,000,000 (one trillion) resources. Needless to say there are far more than 1,000 resources in the system now.
Assuming 1,000,000 (one million) previous resources, your system would allow 1,000,000,000,000,000,000,000,000 (one nonillion) potential resources.
On a completely non-gameplay basis, this system is simply impossible. I can guarantee it would be shot down immediately by the Devs. The only resource-enhancing ideas that have even the possibility of the devs entertaining them are those that allow only a linear increase (doubled, trippled) in resources, not an exponential (squared, cubed) increase.
In SWG, resources are not stored the same way as crafted items. Somewhere in the database is a list of all resources that have ever existed and their stats. This list is huge. When you harvest resources, you essentially put a record in your (or your harvestor's) inventory that says "10,000 units of x resource", no stats are saved in the individual stack's record. the Stats are only retrieved by reference to the master resource list.
Database size has been a concern for a while in SWG. Allowing the kind of modifications you propose increases the potential database size exponentially. For example, if the average resource had 4 stats:
If there were 1,000 previous resources, implimenting your system would allow a total of 1,000,000,000,000 (one trillion) resources. Needless to say there are far more than 1,000 resources in the system now.
Assuming 1,000,000 (one million) previous resources, your system would allow 1,000,000,000,000,000,000,000,000 (one nonillion) potential resources.
On a completely non-gameplay basis, this system is simply impossible. I can guarantee it would be shot down immediately by the Devs. The only resource-enhancing ideas that have even the possibility of the devs entertaining them are those that allow only a linear increase (doubled, trippled) in resources, not an exponential (squared, cubed) increase.
JeCy
Fri Nov 26, 2004 11:33 am
#4
I wonder if thats the reason that duping resources was possible way back? And ya, i totally forgot about that /grin I just knew reasourses where stored different, just didnt know how.
thanks for the insite : )
Je'Cy
Chymos
Mon Nov 29, 2004 11:21 pm
#5
In my humble opinion, Reverse Engineering should *average* the stats, with a percentage of improvement over the average, rather than simply taking the best of each stat and improving on that.
DarkDante1
Fri Dec 03, 2004 3:10 pm
#6
I am a Master Shipwright and I love the Reverse Engineering system the way it is. My alt is a Master Pilot and I know for a fact that it is rare that you loot a part (other than capacitors) that I can't out craft. Mass is the only big issue with looted parts tending toward lower masses. The good fix would be to make crafted parts lower mass and leave REing the way it is.
JeCy
Fri Dec 03, 2004 6:17 pm
#7
You must be getting crap loot or have crap resources,, cuase using 975+ in every stat i cant even touch good loot..
Btw, the resources all except a few of the new JTL ones are that high and i get all but 1 or 2 boxxes on exp trees soo if im wanting to max something im getting atleast 85% exp Just FYI
Je'Cy
Message Edited by JeCy on 12-04-2004 02:24 PM
Guruweaver
Sat Dec 04, 2004 7:53 am
#8
KaetlinAiudeh wrote:
The problem here is technical, and is difficult to explain to those without database experience, but I'll try.
In SWG, resources are not stored the same way as crafted items. Somewhere in the database is a list of all resources that have ever existed and their stats. This list is huge. When you harvest resources, you essentially put a record in your (or your harvestor's) inventory that says "10,000 units of x resource", no stats are saved in the individual stack's record. the Stats are only retrieved by reference to the master resource list.
Database size has been a concern for a while in SWG. Allowing the kind of modifications you propose increases the potential database size exponentially. For example, if the average resource had 4 stats:
If there were 1,000 previous resources, implimenting your system would allow a total of 1,000,000,000,000 (one trillion) resources. Needless to say there are far more than 1,000 resources in the system now.
Assuming 1,000,000 (one million) previous resources, your system would allow 1,000,000,000,000,000,000,000,000 (one nonillion) potential resources.
On a completely non-gameplay basis, this system is simply impossible. I can guarantee it would be shot down immediately by the Devs. The only resource-enhancing ideas that have even the possibility of the devs entertaining them are those that allow only a linear increase (doubled, trippled) in resources, not an exponential (squared, cubed) increase.
What she said.
This is the reason given to me by the devs as to why a 'smelter' can't be made. It is not possible under the current resource system to 'make' new resources.
Guru
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