Artisan Archive
Thread: NEW CONTENT.. Turrets?? The unkillable artisans??
They wont and shouldn't really give turrets to a social class.
Flatfingers wrote:
Innnnnnteresting!
Having said this, however, I doquestion some of the othersuggested requirements:
1.Why should people tendinginstallations (such as harvesters andfactories)have to have five of them? I only have ten lots (less if turrets take up 1 lot each)-- if I want to place two mineral harvesters over here and three flora harvesters over there because that's the best use of my assets, why shouldn't I be able to protect myself at both of these locations? I think that the origional Idea was for the Turrets to be avalible for Factories as opposed to for harvistors. I belive that a good thing would be to have it so that any players buildings would qualify. that way 5 Artisans could put their Factories in the same area, and then work together to protect themselves.
2. Why must the turrets be manned? If I can't get to the turret to man itbecause there are alreadycritters around it, how does it help me? And the idea of manning a turret to swat critters sounds like fun, but it's not really a crafter-type activity -- combat should be for combat players. What about a Turret that worked as a NPC, but was more effective with a Player.. something like it hits for the equivalent of aCL 15 gun with no player, but like a player manning the gun it would hit like a level 30 gun? this way if you can get to the gun it's more effective, but will still save your butt while your working your structures
3.Why have a time limit on how long a turret can be active? I need the area around the turret to be clear so I can get to my factories or harvesters, so why not let turrets be active whenever any player isclose enough to "see" them? That way the area around them can be cleared, then I can approach them to do my maintenance. How about a Remote Activation... The turret can be damaged by critters while it is active and shooting. but while it is in a sleep mode it is not attackable... So when you are going to head out to your Factories/Harvistors you Activte it from your Data Pad (say from anywhere on the same planet) and the Turret comes online, starts laying the smack down on anything in 60m or so, so that by the time you get there the Area is secure. before you leave, repair any damage it's sustaned (I like the idea of repairing it with a FS Quest like Puzzle I liked those quests), and power it down till next time.
4. If turrets are always active (see above), why must the turretowner alsohave to own a combat droid? The droid would interface with the Targeting computer...maybe... but I agree not much need for the droid.
5. Why must the turretowner be a Master crafter? Is there some reason to exclude novice or mid-level crafters from this protection? Maybe we could spread diffrent Turret Certs through out the Crafting trees (Novice artisan gets a CDEF Turret, and they get better if you Master Artisan or Elite Crafting Proffs.
Overall, I think this is a great idea. If it were modified slightly to allow anyone to place one of these, and if they were always active (though actually running only when any player was in range), I'd be fully in support of this.
Great job, JeCy!
--Flatfingers
Innnnnnteresting!
I like some of the requirements:
1. Making turrets take up 1 lot each is a great idea. It makes for interesting trade-off decisions.
2. Setting an upper limit on the level of creatures that can be discouraged is also clever. As a modification, what if different turret types defended against specific types of creatures, or against creatures in specific creature level bands (1-10, 10-30, etc.)?
3. No placing on "adventure" planets -- great!
4. No XP or harvesting creature resources -- also excellent.
Having said this, however, I doquestion some of the othersuggested requirements:
1.Why should people tendinginstallations (such as harvesters andfactories)have to have five of them? I only have ten lots (less if turrets take up 1 lot each)-- if I want to place two mineral harvesters over here and three flora harvesters over there because that's the best use of my assets, why shouldn't I be able to protect myself at both of these locations?
2. Why must the turrets be manned? If I can't get to the turret to man itbecause there are alreadycritters around it, how does it help me? And the idea of manning a turret to swat critters sounds like fun, but it's not really a crafter-type activity -- combat should be for combat players.
3.Why have a time limit on how long a turret can be active? I need the area around the turret to be clear so I can get to my factories or harvesters, so why not let turrets be active whenever any player isclose enough to "see" them? That way the area around them can be cleared, then I can approach them to do my maintenance.
4. If turrets are always active (see above), why must the turretowner alsohave to own a combat droid?
5. Why must the turretowner be a Master crafter? Is there some reason to exclude novice or mid-level crafters from this protection?
Overall, I think this is a great idea. If it were modified slightly to allow anyone to place one of these, and if they were always active (though actually running only when any player was in range), I'd be fully in support of this.
Great job, JeCy!
--Flatfingers
As you know I'm new, can't see the whole picture yet but i'm getting there. I even have a few parts of the puzzle assembled. I'm guessing one of the major problems is harvesting as a non combatant. I know I can harvest and pay maintenancefrom my speeder,
Why can't we just have a special speeder that we use to tend and maintain harvesters, generators and factories?
1 The speeder would have no weapons and upgradeable armor. Also the ability to turn it off [ not store it ] when linked to the terminal.
2 These speeders would be avaiable at a certain level and we would upgrade as we level higher. I'm not familiar with all the packs and carrying droids but a storage trunk or possibly a cool looking trailer would be nice.
I'm just thinking a limited use restricted tank, but turrets are cool ![]()
U mean defence for an artisan out in the wilderness!
how bout an army of droids to protect u when u go to ur stations and factories
lol
someguyhere wrote:
U mean defence for an artisan out in the wilderness!
how bout an army of droids to protect u when u go to ur stations and factories
lol
I do.. He is called Buzzsaw : P
As far as harvesters go.. i dont have problems.. Im a lvl 1 and i harvest all the adventure planets.. I even make trips to the village every other day to turn in merchant XP.. most times im on grouped.. its all about avoidance. But factories there is no avoiding you have to be in that spot..For right now its just nice tohave freinds that can bail me out : )
Combat_Medic_to_be wrote:
No, never. I'm mining dath at the moment and the risk is all part of the fun for me. You chose not to have any combat skills, the reward for that choice is a greater variety of items you can craft, more merchant skills or possibly some entertainer skills. You can group with people to help you get to your factories or harvesters or you can pay people to do so. It's about choices. You have to decide if you want the convinience of being able to look after yourself but limiting your crafting or if you'd rather craft more and have to put up with a bit of hastle.
i make daily trips to the village ungrouped at lvl 1.. soo whats your point? Droids are part of starwars, Turrets are part of starwars.. If done right this could be a huge boost in the whole.. this really feels like starwars feel. Yes i can get people to help when ever i want i have tons of freinds. I can even log on my combat alt on my second comp and do it.. For me its a total NON-Issue.
This is for the people that either
A, dont have lots of freinds they can call at a moments notice
B, Not have to rely on people just to grab something quick. Or even sit and wait around for 30-40 mins just to grab that crate they need to make that dancer outfit for the cute twi'lek thats waiting in the shop Not everyone has Hours and hours to sit around and play a game. some people there whole play time is only 1-2 hours.. If they have to wait a good hour or soo one night there entire game is shot for the evening.
c, Yes we choose to not have combat, and it can be avoided very easily acually, But to say you should be punished with grouping for every time a random spawn shows up just soo you can have that lucritive dancer gig.. please.. are we playing the same game?
Irxosskisx wrote:Hmm I like the Idea.. as protection for our Factories... not the Harvestors... It makes sense that us Master of Building stuff would protect our Industrial Complexes.And Having it for 5 or more Factories in an area would be good. Provide Crafters with a reason to put their Factories in the same general area.tho according to the devs... they saw the Artisan Class as invunerable pre Cu (you rember all those master DE's Soloing Kyrats in the Grave yard...)... so as much as i wish we could get some lover....
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Prior to the CU, I was nigh Invulnerable.
Doc Buff, then my hardcore Composite and my Master Artisan, Master Shipwright who was a Pistoleer Dabbler was taking on teams of Baznitchs with nary a scratch. Even Nightsisters barely gave me trouble pre-CU. Yeah, I couldn't solo a Krayt Dragon, but that's not the point.