Artisan Archive

Thread: Improving the Survey Tree

Stargzrrag
Sun May 23, 2004 3:45 pm
#1

From what I've seen on the Harvester Certification threads, the best agrgument for certification is that the tree is basically unneccessary to effectively mine resources.


I would like to suggest that the survey line would let you place harvesters in areas that are currently unavailable, by leveling the ground where you are trying to place. The coding for this already exists (in camps and was added to houses and city structures a while back).





~Agrin Pi'Nel~
owako
Sun May 23, 2004 5:40 pm
#2

That would be nice.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
Ganger
Mon May 24, 2004 4:11 pm
#3

I don't like that idea at all. My idea would be the higher you go up the tree the more resouce types you can have. This would stop people without novice artisan placing a mine and getting the best resouces without using skill points.


Not Artisans should be able toharvest resouces like Lokin wheat.

Medic profession should be able only to harvest Lokin wheat.

Tailors without any survery skill should be able to harvest fibleplaste.

Novice Artisans - should be able to get more, survey1 though to3 should get more resouce types and survey 4 should get all the resouces to harvest.
Mild-Breeze-Trooper
Mon May 24, 2004 6:14 pm
#4






Ganger wrote:

I don't like that idea at all. My idea would be the higher you go up the tree the more resouce types you can have. This would stop people without novice artisan placing a mine and getting the best resouces without using skill points.


Not Artisans should be able toharvest resouces like Lokin wheat.

Medic profession should be able only to harvest Lokin wheat.

Tailors without any survery skill should be able to harvest fibleplaste.

Novice Artisans - should be able to get more, survey1 though to3 should get more resouce types and survey 4 should get all the resouces to harvest.







Someone comes out with a creative idea and gets answers like this (so stupid it defies gravity and obviously managed to escape a black hole), and people wonder what's wrong with the world.


So medic profession (with that I assume you mean Medic, Combat Medic, Doctor and Bio Engineer otherwise you missed out on three) should only be able to harvest Lokian Wheat. (wild or domesticated?)


What about the other resources they need to make stims, buffs, poisons, tissues, diseases, woundpacks or any of the other essential parts of SWG? They should not be able to harvest them?


Why in the holy name of allmighty Wicket? In what way would that improve anyones gaming experience?




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Stargzrrag
Tue May 25, 2004 2:11 pm
#5

Ok, leeme see if I understand you..




Mild-Breeze-Trooper wrote:





Ganger wrote:

I don't like that idea at all. My idea would be the higher you go up the tree the more resouce types you can have. This would stop people without novice artisan placing a mine and getting the best resouces without using skill points.


Not (only?) Artisans should be able toharvest resouces like Lokin wheat.

Medic profession should be able only to harvest Lokin wheat.(never been a doc huh?)

Tailors without any survery skill should be able to harvest fibleplaste.(or polymer?)

Novice Artisans - should be able to get more, survey1 though to3 should get more resouce types and survey 4 should get all the resouces to harvest.( so kind of like resource certificatrion?)


It's definatly an idea.

I thinkwhat we need to focus onis making the unsatisfied artisans feel more usefull without detracting from the other proffessions though.







Someone comes out with a creative idea and gets answers like this (so stupid it defies gravity and obviously managed to escape a black hole), and people wonder what's wrong with the world.


Thanks for the compliment hidden in there.


So medic profession (with that I assume you mean Medic, Combat Medic, Doctor and Bio Engineer otherwise you missed out on three) should only be able to harvest Lokian Wheat. (wild or domesticated?)


I think the only was meant the other way around.. That artisans could still harvest Lokian Wheat, but that medic proffessions were restricted to only harvesting it.


What about the other resources they need to make stims, buffs, poisons, tissues, diseases, woundpacks or any of the other essential parts of SWG? They should not be able to harvest them?


Why in the holy name of allmighty Wicket? In what way would that improve anyones gaming experience?

It would create the resource monopoly that the harv cert people are wanting. So basically, it would not improve the gaming experience of anyone.





Basically, I started this thread to show that there are ways of making artisans more adept at harvesting without detracting from other proffessions.


Taking away from other proffessions, regardless of what you are taking, is going to cause people to be upset. It would be like (HYPATHETICAL) saying that Rifleman and Carbineers have cool weapons but Pistoleers don't...so instead of adding a new pistol, let's just take the good rifle and carbine away. In this situation, the Pistoleer would still be SOL, and it would hurt the Rifleman and Carbineer too.


Harvesting is not a game-imbalancing event. It doesn't need to be nerfed.


thanks for listening

Message Edited by Stargzrrag on 05-25-2004 01:15 PM



~Agrin Pi'Nel~
Page 1 of 1
Previous Next