Artisan Archive

Thread: GCXP vs. Specialized XP in the Artisan Tree

lund0529
Thu Jul 10, 2003 8:57 am
#1

Okay, this is something I see as an issue...


Artisan can make Bone Armor, CDEFs, powerups, and some melee weapons, some harvesters, some clothing, some food, etc. All of these items grant GCXP, except harvesters, which grant stuctural XP. This does you no good unless you go architect.


The simple fix would be to make harvesters grant GCXP.


Something that might be a little more polished would be this:


Make CDEFs, powerups, and Melee weapons grant WS XP. Harvesters grant structural XP. Bone Armor grants AS XP. Clothing grants Tailoring XP. Food Grants Chef XP. This does, however, leave out the Droid Engineers a little light on options. Count batteries as DE XP and move the basic mouse droids to Eng IV. Maybe some other DE components too. Repair tools of the right type could be specialized XP for crafting and for repair of that item. (i.e WS XP for using a repair tool to fix someones rifle). Other things (Fishing poles, survey tools, etc) grant GCXP. I'd say leave artisan experimentation alone for the time being.


Now, allow artisan skills to use GCXP or any other crafting XP to advance. Then change the GCXP reqs for the AS, WS, Arch, Chef, and Tailor to require specialized XP of the right type. This takes out the useless harvester structural XP for non aspiring architects.


Thoughts? Opinions? Flames?


gatekeep
Thu Jul 10, 2003 9:11 am
#2

I like this idea..


Not so much because it helps artisans, but it'd really help advancement in the higher level professions.


For example, I just made armorsmith. I can craft Mabari, but I have 1 experimentation point. The mabari I can make is junk for now, and it expensive to make junk. I'd much rather keep making bone armor for a while, until I could get more experimentation points in Armorsmith, but only mabari will grant armor crafting XP. So, I'm left with no choice but to make garbage mabari armor to advance. And of course, since I had to make money some how, I'll be selling this stuff. I'll try to keep prices down as much as possible, but I do need to at least break even. Synthetic cloth prices are crazy if you aren't also a tailor, so Mabari is costing me quite a bit to make right now, and I have no choice but to make it and sell it at a point I can break even.


Getting XP for crafting bone armor (which I can make quite well now) would really help me advance without being forced to sell high priced junk.

Daisame
Thu Jul 10, 2003 9:14 am
#3

I have the same problem with Weaponsmithing. I can make crap D18s or good CDEFs (which turn out to be about the same if not better than my crap D18s). It would be nicer to be able to make something that is generally usefull that also grants the xp I need to advance.



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LaserFloyd
Thu Jul 10, 2003 9:18 am
#4

I think it's a nifty idea. Even if the CDEFs are starter weapons and the Bone armor is starting armor, they are just that, weapons and armor. I have a couple of things I can craft at novice weaponsmith but I'd hate making junk at the expense of having to dig for resources and now I spend most of my time keeping my harvesters going so I'm in this infinite it seems.


Plus I'm at work and I can't think straight right now. But I like it.


AnarKhist
Thu Jul 10, 2003 11:36 pm
#5

I like the first idea about harvesters giving GCXP instead of SCXP. I think mouse droids shoudl be moved into Eng IV too--and give GCXP.


Master elite professionals should not be able to use the xp from making thier high-end items to easily prance through the Business line into Master Artisan.


I like the fact that Master Artisans can make better armor and weapons than novice elites; they should be able to--afterall, the elite novices were too lazy to cut their chops in the trades and pay their dues.


A human with Eng IV and Dom Arts IV has Artisan Experimentation of +115

Lyat
Fri Jul 11, 2003 5:26 am
#6

I agree on this. Either specialize the xps in the general tree, or change the xp granted for the deeds to GXP.
apcro
Fri Jul 11, 2003 5:31 am
#7

The harvesters giving structure XP and not GCXP is an interesting one for me - especially as by the time I have crafted and destroyed enough items to earn the necessary GCXP for novice architect, I'll already have enough structure XP for probably the first two structure buildings skills.

Why? Because I have so many resources that making deeds is simple (I can craft 3 at a time repeatedly until i've got 20 or more), and i can sell deeds for 100 or more (2000 in some places ) so they're my primary income.

it does mean that earning enough GCXP for novice architect is going to take me several weeks or more, even though I got to master artisan in 4 days.

Still, I guess being able to go from Novice architect to master architect in one minute will be worth it in the end



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lund0529
Fri Jul 11, 2003 7:51 am
#8

Good Catch AnarKhist - It would be too easy for an advanced crafting profession to max out artisan after the fact... The solution might be to make a hybrid type of XP.


Artisanlevel harvesters grant General Structural XP that may be used as GCXP or Structural XP. Architect specs would grant straight Structural XP. Novice Architect would then need any combination of General Structural XPand GCXP. That would still make it fairly easy to max out artisan by grinding harvester deeds though....


So we need one more set of changes.Advancement in theEngineering tree uses GCXP, or general structural, armor, or weapons crafting xp (I would call it Engineering XP, but I don't want WS to be able to grind harvesters). Dom Arts uses GCXP or general tailor or chef XP. Business doesn't grant any specs, so now what? Keep GCXP and UXP separate, and allow UXP to be used as GCXP, but not the other way around. The XP reqs for Business would probably have to be toned downsome to balance UXP with GCXP in the other fields. This would also keep somebody from making WS by grinding Bofa Treats...


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