Artisan Archive

Thread: Fuel For Ships / Energy for Ship's Weaponry

Krisskar
Sun Jun 13, 2004 5:49 pm
#1

Fuel: All ships should be able to move with their original engines without fuel. However, if they want to use "upgraded" engines, there should be a requirement for fuels. Artisans could craft or blend these fuels, possibly requiring Bio Engineercrafted ingredients. Each fuel would have a possible experimentation bonus, so there would be competition to provide the highest quality fuel.


Energy for Ship Weapons: All ships should have some basic weaponry that works all the time (you never have to reload your blaster do you?). However, if they want to use "upgraded" weaponry, these weapons should require energy. If they want rockets, rockets shoud be a craftable item (a variation of fireworks??). Perhaps rockets would require components from Droid Engineers.

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I LIKE interdependence. I regret that SWG dropped their initial plan of letting you drop your lower level skills and regain skill points.
Velisimner
Sun Jun 13, 2004 6:36 pm
#2

your idea is very good, best i've seen for awhile. constructive and not a hint of whiiyness unlike other posts...


i totally think this is a good idea.



Valomir Velisimner | mercenary

oliphontmon
Sun Jun 13, 2004 7:27 pm
#3

its all moot, as artisan is only the starting profession for the shipwright profession, i understand your wanting more, as my alt is a master artisan master DE but youre asking for too much, we (artisans) already make vehicles, not another profession like it should be, this is getting nuts, if you want more than a starting profession should get, take up an advanced crafting profession, its like giving a 4tier marksman pistols eyeshot.

Message Edited by oliphontmon on 06-13-2004 07:31 PM

destrkta
Sun Jun 13, 2004 8:37 pm
#4

lol i really don't see where you artisians are coming from you are a novice profession, i doubt you'll get more in the way of schematics, as you said rockets, i see them being crafted by weaponsmiths and being variations of current rocket launchers. I see fuel as something either done by bio engineer or the ship wright themselves.




Rand al'thor, the masterful Bounty Hunter
The hunter that is now hunted
Only BH to solo kill and hunt a Jedi Master(pre cu) on valcyn /bow quing'tut
Krisskar
Mon Jun 14, 2004 10:46 am
#5

--Let Shipwrights do it??? I was hoping Artisans could have more of a role in JTL. IN fact my proposal also includes a need for Bio Engineers and Droid ENgineers. --Also, I was hoping to increase the demand for harvested resources......with all the multi-galaxy big time harvesting concerns going on, you see prices less than 2 CPU on many many resources. Fuel would be a "value added" type commodity, hopefully the supply would be low enough to keep prices above cost of manufacture.

--Energy prices might go up a tad, but probably not. I see scads of Radioactive on Radiant for under 2 CPU on the bazaar.

--Rockets, now, that could be interesting. Artisans already make fireworks rockets, so weapons grade rockets would be a natural extension. But I have had another thought about rockets:

Droid Engineers make little specialty droid units for the rocket.

Weaponsmiths make the warheads.

Perhaps Armorsmiths might make optional Shielding for use in assembling the rocket. (a shielded rocket might fly slower though....)

Artisans make the other components and assemble the rocket.

---As for Artisan being a"novice" skill, ok, limit Rockets and Fuel to Master Artisans then.
Slamdango
Mon Jun 14, 2004 4:35 pm
#6

Why would an "advanced" engine need fuel when a basic one doesn't? Just to give novice artisans something to do? This makes no sense. Besides there's already a high demandfor fuels in the form of harvesters and it is already a dead market.


The game needs to stick to some basic physics if it's going to retain any appeal to intelligent people. Starships would not run on some kind of blended fuel requiring a bio engineer. High octane ethanol?? I don't think so. They would use an element like helium-3 that is highly energetic and abundant in the universe or something even more efficient. Remember the Death Star's reactor was relatively very small compared to its total size and there was no mention of it having any kind of massive fuel tanks. Scale down to a transport size and the reactor and fuel storage would be quite small.


For what it's worth I think the best source of income for artisans _should_ be in the manufacturing and repair of components that keep starships running. Spaceflight in general and space combat in particular should be brutal on starships and they should need constant maintenance. That way combat effectiveness would be as much dependent on how well your basic equipment is maintained as it would be what kind of buffs you had installed. I believe only master artisans should be able to repair the most complex of these systems. If the devs asked me that's what I would tell them.
BFVNut
Tue Jun 15, 2004 6:58 am
#7

I think MA should play a role, but complex component construction and complex repairs should be left to Shipwrights. I'm working on MA right now, but I'm just buying time until the Shipwright profession comes along and then I'll work on that tree. If you really want to build and reapir ships, then you should do the same. Don't get too attached to any one job.



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Regards,
HowlingMad Murdok
Bria
Korlan
Wed Jun 16, 2004 5:13 am
#8


danm a few artisan haters here...




anyway, I like your idea... and yes...we SHOULD have more of a role in JTL, even if some haters don't think so.



besides the semi-regular sale of bikes can only carry you so far.... give us a freaking bone here people..... don't shut us out just because you have an additude about "noivce" profession.


Artisan is a great profession and people should have a little more respect for it.

Message Edited by Korlan on 06-16-2004 08:14 AM



================================================================
Korlen Ti'Phesh - Elder Jedi (Unlocked 09/01/04 finished 04/02/05)
Meikea - Elder Bounty Hunter
Shiyal - Trader (Structures)

Vendors at 5669, 4134 Fort Kryat, Tatooine.
What the hell is an Aluminum Falcon??

Golrok
Wed Jun 16, 2004 3:50 pm
#9

I'm a master sumggler and this IMO-


Proton torpedos are a classic star wars weapon. Slower than blaster fire but with a big bang. Of course we should be limited with these, in other SW games they do heavy damage. Having to buy each one from an artisan mightmake us use them sparingly, so fights aremore than just aboutspamming endlessvolleys oftorpedos.


Also the concussion missle, should be constructed by a DE IMO cause of the guidance circutry. Not all of these warheads are created equal of course- the skill of the crafter and resources useddetermines their speed/damage/range/guidanceand each one is sliceable.

Krisskar
Sat Jun 19, 2004 12:03 am
#10

--Regarding bombs....there is I belive a Tie Bomber. Now when I was playing "Tie Fighter" as I recall you had a limited number of bombs, then you had to resupply from a supply tug somewhere in the area. If JTL has any resemblence to "Tie Fighter" this might be tru for JTL also.

--(I loved the Tie Bomber by the way)

--Once again "bombs" are a possible way for Artisans to join the JTL. Tie Bomber pilots should be able to get "free" bombs from the local supply tug, but it they have some kind of additional "auxiliarry bomb bay" put in their craft by a Shipwright, they should be able to buy "crafted" bombs that have more power than the "free" bombs.

--While Shipwrights would make the "auxiiliary bomb bay", weaponsmiths would make the explosive parts of these bombs, Droid Engineers would handle the fusing mechanisms, and Artisans would do the final assembly. Perhaps the final assembly might require a Bio Engineered component as well.

--Once again, the whole concept here is to get crafters more involved in JTL.
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