Artisan Archive

Thread: Themeparks for non-combatants

Tralmek
Mon May 31, 2004 9:12 pm
#1

I'm tired of it, and I'm willing to bet that most of you are too. All these dungeons are being added for the uber 1337 combat characters, and they drag back a little oftheir cool loot for us to make or alter. Fortunately we were given a little bit of love with the DW Bunker because Tailors and Armorsmiths are required to be on the missions, but I think some totally non-combat themeparks are in order. (Something beyond even the small steps that are being taken toward having a smuggler themepark in the form of a Hutt Casino)


Since this is not just an issue for one of the crafting professions, I posted it here...so please bear with me as I go through ideas on what would be good dungeons for the other crafting professions besides Artisan.


Weaponsmith - Maw Installation (yeah, it's a top-secret weapons development center, but there are a lot of other top-secretplaces in Galaxies that everyone knows about.)


Shipwright (after JTL, obviously...unless they wanted to give us a jump on it now. ) - Mon Calamari's Shipyards


Droid Engineers - Mechis III


Tailor - Hapes (to learn how to make web-silk (the silk prefered by the Hapan royal family) and other fine cloths and clothing)


Architect - Cularin (planet where the magazine "Galactic Architecture" details the most wonderous buildings and architecture styles)


Armorsmith - I'att Armaments (this is where some of the best advances in Imperial Armor ever came from...)


Chef - Xizor's palace (they could learn all 97 steps in making Moonglow non-poisonous)


Merchants - Bothawui (we all know Bothans are slick, shady, but strictbusinessmen. Who better to teach the ins and outs of being a cutthroat merchant?)


Artisan - Kuat Vehicles (they have created swoops that have speeds over 600km/h and that can travel up to 50 meters above the ground)




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Bajonett
Mon May 31, 2004 10:06 pm
#2

/sigh.


Yes i think, we need MUCH more Themeparks. But any TP you design as being


solable is easily doable by buffed uber-guys. a TP wich requieres specific knowledge


might be not.


But honestly, the schedule pf them is full till afterJTL.







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Guruweaver
Tue Jun 01, 2004 4:22 am
#3

I've shared this thread with the devs. Great ideas all!

Keep 'em coming.

Take care,



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MasterNerfSlayer
Tue Jun 01, 2004 4:39 am
#4

Sorry if I seem uninformed here, but what would a crafter do in these places? What kind of challenges would you face? Are you just suggesting the actual themepark locations, or are you going to give us some idea on content they would contain?.


I'm all for content, especially when it pertains to different aspects of the game, even though I am predominately a fighter, I love crafting too.I'm very interested to see new ideas and what challenges you think might make thesecrafter themeparks both fun and challenging.






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SomeUser
Tue Jun 01, 2004 6:43 am
#5






MasterNerfSlayer wrote:

Sorry if I seem uninformed here, but what would a crafter do in these places? What kind of challenges would you face? Are you just suggesting the actual themepark locations, or are you going to give us some idea on content they would contain?.




Perhaps some sort of "fetch and delivery" missions... you bring certain parts to an NPC.. these parts would have something to do with the "theme" of the park... At the end of the mission you either build something that allows you to advance to the next "level" or you get a schematic that you then have to gather more part for to go to the next level... perhaps the process repeats and becomes more difficult... resources become more specific... perhaps at the end you get a new perm schematic and a +1 skill tape...


Just some ideas






Vezek


Tralmek
Tue Jun 01, 2004 10:45 am
#6


I realize it would be difficult to institute an involved themepark like these and keep it interesting to the player, so my suggestion would be to design these to take at least an hour or two to complete and to be as difficult for the crafter as the Corvette is for the combat character.


This would include a "web" of characters to interact with. (Meaning rather than doing 3 missions for person A then 3 for person B then 3 for person C, you might go do 2 missions for person A and then on the second one encounter person B who would give you something to do for him which would allow you to finish your mission for person A...just so there is a lot of variety and an in-depth relationship not only between the player and the NPC, but between NPC's themselves.) Also, I think it would be appropriate to introduce insanely high critical failure rates. The first simple items crafted might have the same critical failure rate as high-level items currently do, but as the player advances, I think failure rates should reach maybe as high as 75% until the player is finally certified on the final schematic or whatever the major reward for the themepark is.


Oh, just another thought--the failures wouldn't exactly be "punishment" as in "ok, lets set you back in the park a few levels or eject you completely" it could be something like sending the player to a place they wouldn't have needed to go if it wasn't for the failure, thus giving them the opportunity to get some sort of item others wouldn't ever see if they had successes. Thisfeature could encourage people to go through the park multiple times in hopes of experiencing the full story and exploring all the "cudda, shudda's.


There is also a good RP reason as to why critical failure rates are so much higher in the themepark than on the outside--stress!

Message Edited by Tralmek on 06-01-2004 11:59 AM




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sciguyCO
Tue Jun 01, 2004 11:18 am
#7

Nice ideas. The devs are already putting in a quest for entertainers in one of the upcoming mini-publishes, so there's definitely hope for crafters.


One thing that might be an interesting "challenge" is to have the crafted items for the quest have some minimum required stat, requiring the player to figure out what resource stats would be good enough to allow them to reach that minimum. To keep this accessible to all crafter levels (if that's a goal), make the minimum dependent on the crafter's experimentation skill for whatever the item is. So if a Master Weaponsmith is making things to progress through Maw installation, they have to craft a weapon with better damage than a Novice weaponsmith in order to go to the next step.


To balance that, maybe the quest item would be given as a limited use schematic (3 or 5), along with the components required to make those number of items. If the items are good enough, a reward for completing early would be to keep those components to sell the finished item to players.





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Scoooter
Tue Jun 01, 2004 11:23 am
#8

I agree we ned something for crafting non combatants.


My alt is a non combatant and currently the only way non combatants can do the parks is to be grouped with a combat type and that is just wrong that non combatants are left out of content.






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Tralmek
Tue Jun 01, 2004 12:41 pm
#9

Yeah, I realize that they won't be adding much in the way of content until after JTL, but I still like to entertain the thought.


The whole idea of these themeparks is that they would require a specific craftingprofession or combination of craftingprofessions to be doable. Combat skills would not figure into the parks in any significant way. (maybe a minor thing or two that could be done with a CDEF and no marksman skills, but the fighting wouldn't be essential to the quest, nor could someone complete the park simply by fighting.)






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StrandedonEarth
Tue Jun 01, 2004 3:54 pm
#10


I admit, I haven't done any of the combat theme-parks or dungeons, my MWS / MA / MM has only expored the Drall Patriot and Narglatch caves. So I have no idea how the major theme parks work. But here's my vision of a basic Artisan theme park, with elements that could be applied to more elite crafters' theme parks.


The Jawa Junkyard:


Exactly like it sounds, really. You enter a Jawa junkyard, full of piles of old equipment, as the gate slams shut behind you in a cloud of smoke, dust, and sparking machinery, the gate mechanism now clearly out of order. A nearby Jawa (perhaps the gate-keeper?) informs this has been known to happen, and there is a fix, but it needs a new plasma-driven-hyperspatial-actuamacallit. Ok, great, but where doyou find this component? You don't, of course, you have to make it! And how do you make it? Glad you asked....


The Jawaoffers you a reward if you can craft a new one, andgives youthe schematic for the component. It lists a few basic resources no self-respecting crafter would be caught without, some resources you've never heard of, and several tongue--twisting subcomponents. A Master-Level park may require a few Master-Artisan-standard components too. The Jawa also directs you to another Jawa (resident engineer) to assist with finding the components. The Jawaneer would supply another schematic or two, and perhaps some hints on where to find some parts, and suggest you find the ScavenJawa, who could also help find stuff. The ScavenJawa, in turn, wouldgive youthe schematic forhis little secret: a scanning tool which could be tuned to pick up different sorts of electronics and machinery. It calls for more unheard-of resources, in addition to the standard ones you already have. Wondering where you'll ever find this unobtanium, you pull out your mineral survey tool (Surveying and sampling is allowed, encouraged, and even necessary here) and notice that it is now detecting unobtainium, where it didn't detect any outside the junkyard.


And away you go, scrounging through the junkyard for resources, components, and schematics. As you gather schematics from various NPJawas, you notice that many of the subcomponents for the plasma-driven-hyperspatial-actuamacallit require their own subcomponents, most of which will need to be scrounged from the junkpiles. The scanner you built on the advice from the ScavenJawa, from resources sampled in the Junkyard, proves to be extremely useful in pointing out likely junkpiles to search for components. But be careful, some junkpiles may house vicious rats which, while not deadly, can carry annoying diseases (messes up your mind and therefore crafting abilities, perhaps?). Perhaps while searching the piles you may find loot items not required for the mission, but useful nonetheless: skill tapes maybe, or unique DNA samples, stashes of long-despawned resources, assorted components, old helmets, etc. You will be required to sample for resources only found in the junkyard, and/or for resources you didn't bring, but the quantities required would be small, so you wouldn't bore yoursefl sampling.


The 'unobtanium' may be usable outside the park, but the park should be instanced so as not to let you sample all day long and leave with a ton of the stuff, It could either fade away when you've sampled enough, or your crafting fails until you're down to an acceptable quantity of the stuff. Or it could just be useless grind-grade junk to discourage over-sampling.


Other stuff may need fixing on the way, you'll probably find yourself making repair kits to get a crane (visions of an electromagnetic junkyard crane) working to lift junk offthe only plasma generator your scanner can find. And other puzzles like that. Some components would undoubtedly have to meet a certain standard or it wouldn't work (minimum power level from a generator perhaps?). Some components would even require factory-made subcomponents, made with your schematic in the on-site Jawa factory. Multiple factory runs may even be required, while you're off scavenging more parts.


Haul it all back to the gate, craft the components to an acceptablestandard, install and tune the new actuamacallit to work properly, collect your reward (AV-21 powerplants to go with all those schematics out there, perhaps?) and go home to see what kind of new goodies you can make.


How does that sound for an Artisan ThemePark?


A Maw Installation / Weaponsmith park would be similar, but requiring the creation and use of unique weapons to either defend the Installation or to blast your way through various levels of it. Perhaps the Death Star Prototype could be activated with your skill, and put to use!



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EnigmaBSc
Tue Jun 01, 2004 5:05 pm
#11

Shameless self plug to a post I made two and a half months ago about how I envisaged adding crafting challenges to dungeons (dungeon being a technical term for a specific area in a computer game): A Crafters Dungeon?

Hopefully that might get some more creative juices flowing

EnigmaBSc
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