Artisan Archive

Thread: NEW CONTENT.. Turrets?? The unkillable artisans??

JeCy
Tue Jun 14, 2005 9:41 am
#1

Got your attention?? GREAT !!


This thought has been crossing my mind as i get lots of agro at my factories on the edge the Naboo swamp. Its generally Narglatch, Swamp stalkers, and those mean vermok and the damn RSF though thats rare.. they stay outta the swamp.. RSF trying to stop my smuggling !. Sure its not the high lvl hurtons that people complain about on dant, but you know what.. they kill you just as fast. well i came up with this idea.


The Artisan Turrets,


They are like faction turrets.


Use 1 lot,


Must be maned to fire,


Must have a droid active to use,


Must be master of anartisan prof. Master artisan, WS, Armorer, DE, chef, tailor, arcitect, Shipwright


Must have 5 or more factories in the area with in 50m.. ( to keep people from placing them where ever.)


Lvl Limits, ( you can not attack cirtteres over lvl 70, to keep people from setting up factories in places like the Krayt grave yard, or Kimo town and taking on high lvl stuff) Call it auto shut down like a malfunction if they fire on something and then make um fixit like FS quests on dath ! !


No placing on endor, dath, yavin.. NO reason why artisans shouodl have there shops there..


No XP, No Loot or hides can be harvested from anything killed with a turret, (why would someone even bother to use them if they cant get anything outta them right?? Now there is nothing in it for the exploiter, artisans arnt in it for that.. there loot comes from there sales)


Basically it works like this.. You need to tend your factories. You have a few swamp stalkers, Or desert Sckes, or tuskens, or what ever happens to be trying to eat you.. or steel your stuff. You call your combat helper droid, Hop in the old turret and start blasting away to clear a lair. Once this turret is activated and the laired cleared it now becomes a safe zone for say.. 20 mins where no lair will spawn.


1This would give us some added fun in the long crafting procsess. Blasting away with a turret would have to be fun right?? (ive never done it)


2, would reduce the artisans need for a body gaurd at home.. personally ive changed my mind on harvester runs.. I have soo much fun doing surveying and stuff on high end planets trying to avoid the instant death.. and yes i run to the village all the time not being grouped.. hell ya its dangerous but very exciting. But harvesters is not what this is all about.


3, It could add content. Smuggler revamp is coming right?? Soo this could be part of it. Perhaps Pirates can raid your factories and steel some money if you dont get um fast enough while maning your turret. Or even try to steal the turret itself !


there are tons of content possiblies along with the fact that it would really help out artisans that need to start up some factories and what not. I dont want to hear.. wellthis is way to much effort, i dont want to spend my time maning a turret or worring about attacking pirates.. i just want to start my factories and leave.. Well thats what player cities are for. Or the /cry my alt doesnt have time for this.. Well i have to dissagree again.. The dont have an alt. there are tons of us that our PRIMARY character is the crafter/merchant and we role play as such.. its not something we do to make cash to feed a combat toon.


Please any input on this.. Ideas how more content could be added, or what flaws there could be in this systme to prevent Exploits. We all know that some will try to find ways around this.. The thought or blasting away from a turret yelling MUHAHAHA DIE NARGLATCH DIE.. just seams like justice after running like a little girl from them for soo long


Je'Cy "master Turret operator" Dax
Lobuu_Darkmoon
Tue Jun 14, 2005 11:18 am
#2

whilst I agree its dam annoying getting my crafter alt to my harvesters and factories without getting killed, i cant see this happening, I think that we can use the camo kits from rangers now instead.

They wont and shouldn't really give turrets to a social class.




Lobuu Darkmoon
Master Bounty Hunter/MayorDokter Lightmoon
Master Armoursmith
Lob'uu Darkmoon
Master Architect
offer winnings to lob'uus misc vendor, Lok (Bastion) 214 -2586
The BH Code



Irxosskisx
Tue Jun 14, 2005 1:55 pm
#3






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






Cheers!





Irxosskisx (Lowca) - 12 Point FS Master Weponsmith,Master Armorsmith, Master Artisan, Mayor of Mojovia Trandosan For Ever!

Aermei (Lowca) - Jedi Nublit
Ocesco - he's a Bothan...
JeCy
Tue Jun 14, 2005 2:46 pm
#4

Glad ya like.. well this is my thinking on the matter


1.. 5 or more would be an indsutrial complex. Soo it would make since that something of that amount would have some sorta security.. You could also include factory with houses i would think that could be exceptable.


2, turrets must be manned by someone on the admin, to make um work soo they are not going off at random when other people are in the area. I would bepretty pissed if i was out hunting and some blastedcrafters turret started going off and killing my spawn and i didnt get my hides i wanted.And besides it would be fun !


3, limited time would, if set right would give you plenty of time to use it, get in and get out. This would also set up an active anti spawn time soo once the area is clear you would be safe for say 15 or 20 mins for you safty window.. then say an hour recharge before you can use it again. The cool down would be soo you couldnt just clear spawns when ever. and would still leave the whole.. i need an escort or protection thing viable. (role playing reasons.. yes this is an RPG) Crafters should need to rely on combat classes some.. this would just give an option for when no one was around and you had some nasty thing camping your factory and need to work. the turrent isnt a be all and end all for factory safty.. thats what player cities are for. This would just be an added fun option for those of use that choose not to live in a player city.. but like all things there should be negitives to go along with the positives. Perhaps instead of a no spawn after.. it would spawn all non agressives.. when your narglatch lair is gone.. here moves in some spinal flaps and gnorts to take there place


4, As a non combatant you would not be traned in the art of running a turret effectively, soo think of it as your R2 is a targeting computer to help you kill the spawns and besides its starwars.. We should have droids to help you do everything : P Possibly there would be a new module for droids which would make DE's happy, or use new special programs that would be used like flight computers are now, Perhaps the turrerets would be made by a varriety of professions, Master artisans to make the electronics, WS for the weapon system and final assembly by an architect.


5, Master crafter... Its a perk.. You need to be atleast novice elite to wear armor. or master to get full use with out hinderance. This would be the cert to use it. Granted some novices might have trouble crarfting or hitting factories but honestly novices that dont know what is up should be in cities where its safe. this would be an Extra lvl of content/perk for elite crafters. (there is very little content other than the crafting for us) If your not at least a master crafter in one prof you generally have combat of some type. soo this is no longer an issue. A lvl 20 with a droid can take out jsut about anything on tat, naboo, and cor and not need it.. about the only person i can think that would possibly not beable to use one would be a muscian that makes instruments.. but come on how many of um need factories to make sith horns : )



6, there could be soo much done with content too with this. High use of the turret could bring in different NPC factions, maybe pirates and theives. which maybe you have to pay off or kill. perhaps higher a smuggler to help smoth over relations for you (underworld 4) the things that could be done with this are endless.

Hope this clears up some stuff


Je'Cy DIE NarglatchDIE ! ! You will harras me at my factory no longer !
Irxosskisx
Wed Jun 15, 2005 12:02 am
#5

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....



Irxosskisx (Lowca) - 12 Point FS Master Weponsmith,Master Armorsmith, Master Artisan, Mayor of Mojovia Trandosan For Ever!

Aermei (Lowca) - Jedi Nublit
Ocesco - he's a Bothan...
Flatfingers
Wed Jun 15, 2005 12:52 am
#6

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

hobsco
Wed Jun 15, 2005 6:37 am
#7

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




someguyhere
Wed Jun 15, 2005 8:25 am
#8

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





Kiyoshi

Contact me in game for pickup info
JeCy
Wed Jun 15, 2005 11:23 am
#9






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 : )


jhara_daran
Thu Jun 16, 2005 2:41 am
#10

I just have a lvl 65 Master Artisan to do all the dangerous stuff.
Combat_Medic_to_be
Thu Jun 16, 2005 4:07 am
#11

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.



Jendi Akasce - Nevaeh
A carebear tumbleweed

JeCy
Thu Jun 16, 2005 11:22 am
#12






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?


rols_cerentz
Fri Jun 17, 2005 8:43 am
#13



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....





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.



--
Check out my NGE Interface Guide here and learn some ins and outs of the NGE Interface.

(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Rols Cerentz
New Republic Order - Lowca
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