Artisan Archive
Thread: Move Vehicle Assembly to MA, and let Eng.1-4 make subcomponents for them.
Basically its all in the title.
Move the actually vehicle assembly to Master Artisan,
and let Engineering 1-4 be used for Vehicle Component creation.
Something like:
- Engineering 1 - Chassis (SR 33% UT 66%) Durability
- Engineering 2 - Steering Parts (UT 66% OQ 33%) Turning Effectiveness
- Engineering 3 - Engines (UT 50% SR 50%) Max Speed or Acceleration
- Engineering 4 - Onboard Computers(CO 75% OQ 25%)-5% to +5 % to Turning or Speed/Accel
This will breathe new life into the profession, since vehicles can and WILL break apart over time, meaning that new ones will allways be needed.
Additionally, this will eliminate the same thing that happened with Creature-Handlers, and remove the point-dabblers from making vehicle production a useless item for the economy.
Experimentation should be allowed to effect the outcome of the parts, and making vehicles have different qualities depending on the resources used in production, again stimulating the economies.
Just my thoughts, i just happen to think they are **edit** good.
I wanted to add in that for the first 3 tiers of parts, the qualities of components would effect them in a -5% to +5% range.
This would mean that for a vehicle to be absolutely average, Resources with 500 in all required stats would need to be used.
Using less than a 500 quality resource = less than average vehicle performance (for the part effected)
Using better than 500 quality resource = better than average performance.
Since i suggested all components have TWO requires stats, this would allow people to use offset crappy resources with better resources to achieve an average outcome ( using a 250-qual and 750-qual resource on something using 50%-50% stats = 500-qual outcome)
just a refinedidea.
I have seen a lot of great ideas for a complex vehicle creation system. The problem is, they want to rush vehicles in to the game so that all the promised features that were delayed from release can be in the game before the end of the year. To do this they have decided to add a limited number of very basic vehicles and put them into the game with the least amount of possible work.
I agree, it would be great to have a much more complex system of vehicles. I personally would like to see a separate elite profession. From the developers point of veiw, there is just no way to add all the extra complexity and still get it live before the end of the year.
Zephisto wrote:
In that case then, get rid of mounts and critturs for non-CH's.........it would only be fair afterall
The only the above statement would be fair is if CHs aren't allowed to use vehicles...
One other thing,
MAKE VEHICLE SUB-COMPONENTS SLICEABLE!!!
thanks ![]()
make the components take very specific resources please....every artisan and their mother will be making these and its gonna be like New York in rush-hour if you dont ![]()
Methav Alamane (master ch / master ranger)
Svello Alamane (master artisan, master droid engineer, master merchant)
Trying to compare vehicles to mounts is ignorant.
Anyone, and i mean to include ANYONE that is against limiting final vehicle assembly to master artisans, is only doing so for selfish reasons, and none other.
Fluff it up all you want, if you are against any similar idea to mine, regarding limiting vehicle creation and component breakouts, noone believes your argument because they see your comments for what they are.
Tell the truth, you were crying in your cornflakes when they broke your 4.0.4.0. CH werent you?