Artisan Archive
Thread: Surveyors Elite Profession: Prospector (Resourse Specialist)
I have become a 'Resource Specialist' and have centered much of my game play on finding the best resources and fulfilling my customers special needs. Unfortunately these are all skills that any half baked artisan can do themselves. I have tried to make a difference between the average resource gatherer and myself by developing actual skills and knowledge of this aspect of the game. But I need help….
Elite Profession: Resource Specialist (Prospector)
Derived from: Artisan (Surveying IV)
The skill tree would be divided between Surveying, Land Conservation, Metallurgy, and Chemistry.
Advanced Surveying: Gives the ability to use more advanced scanning equipment which will give the Resource Specialist the ability to have greater range (up to 1000m) and/or a larger resource base to work from – more resources will be listed than on a normal scanner. It could be possible that a number of these resource types may not be available on a normal scanner; i.e.: Gold, Silver, Chromium, and Carbon.
Land Conservation: One of my major problems is the number of lots it takes to be profitable. Every other skill level in this category might reduce the actual lot cost for each extractor built… effectively increasing the number of lots available to the conservationist. The other two skill levels may make it easier to place equipment on ruff terrain (make the footprint that has to be flat smaller). I figure this is possible because of some of the places I’ve set up camps… the ground just rose up to meet me.
Metallurgy: Steel, Duralumin, Brass, Bronze, and Sterling Silver are all Alloys. Alloys are a mixture of metals and other elements; i.e.: steel is Iron and up to 2% carbon. To make it stainless (higher durability) you add 18% Chromium and 8% Nickel (18/8 SS).
For Reference See: http://en.wikipedia.org/wiki/List_of_alloys
In a world of technology like star wars other combinations can be used. Maybe it would be easier to go with the 8 or so basic attributes already in place and by mixing two or more elements together it may be possible to create a new and unique resource with the desired properties.
Ohuv-Carbinite Steel CR650 CO980 DR493 HR998 MA345 SR630 UT975 OQ894
Akir-Plumbum Iron CR976 CO439 DR745 HR956 MA794 SR989 UT785 OQ951
At a ratio of 25% Steel and 75% Iron yields:
New Resource CR894 CO574 DR682 HR967 MA682 SR899 UT833 OQ937
(maybe) as long as the resource was made with at least 25% of an element it can be used in the production of a good needing that resource. Our new resource is now a much more Malleable(MA) Steel or a better conductive(CO) Iron than we started with.
A third possibility is that with additional cost, equipment, and skill a resource can be refined to improve a resources qualities. This might even be done by trading one quality for another or sacrificing the overall quality.
Chemistry: This is the same as Metallurgy but gives you the ability to manipulate chemicals. This skill when combined with Metallurgy would give you the ability to combined Metals and chemicals; i.e.: Steel is Iron and Carbon.
Some additional thoughts:
Reduction in redeed cost at higher skill levels would be nice.
Often I rent lots from people: I pay them a percentage or a fixed amount for the use of their lots. The problem with this is I have to trust them with equipment that costs 150k each and I have to believe that they are not skimming resources from me or will be there when I need to redeed the equipment before it costs me tons in maintenance costs. Can we get a lot contract in the trade screen that allows you to set an amount to be paid and duration of lot use? Or the ability to have Jaba go and extract hide from the swindler when he cuts and runs?
Paaz wrote:
I have become a 'Resource Specialist' and have centered much of my game play on finding the best resources and fulfilling my customers special needs. Unfortunately these are all skills that any half baked artisan can do themselves. I have tried to make a difference between the average resource gatherer and myself by developing actual skills and knowledge of this aspect of the game. But I need help….
Elite Profession: Resource Specialist (Prospector)
Derived from: Artisan (Surveying IV)
The skill tree would be divided between Surveying, Land Conservation, Metallurgy, and Chemistry.
Advanced Surveying: Gives the ability to use more advanced scanning equipment which will give the Resource Specialist the ability to have greater range (up to 1000m) and/or a larger resource base to work from – more resources will be listed than on a normal scanner. It could be possible that a number of these resource types may not be available on a normal scanner; i.e.: Gold, Silver, Chromium, and Carbon.
I like the idea in general, with the exception of the extra resources. While novel, and I do enjoy the thought of it, that alone is enough to get a proposal shot down. Not only would the resources need to be developed, but they would need to be kept in a list that is verified by a skill-check, and then the resources would need to be incorporated into schematics for use. This would ultimately require either a revamp of the existing crafting system to allow for the new resources, or to generate new schematics that can utilize the existing resources. While they may be able to fit into a slot that just takes "Metal" or "Low-grade Ore" for example, that does the high-end crafter that requires a majority of specific namedresources little good for being able to utilize them. If such a thing is not implemented, the extra resources are nothing but server load. You may argue that it fits well into the branches below, and I have discussed this there.
Land Conservation: One of my major problems is the number of lots it takes to be profitable. Every other skill level in this category might reduce the actual lot cost for each extractor built… effectively increasing the number of lots available to the conservationist. The other two skill levels may make it easier to place equipment on ruff terrain (make the footprint that has to be flat smaller). I figure this is possible because of some of the places I’ve set up camps… the ground just rose up to meet me.
All in favor of this idea, with the exception of extra lots. Any elite profession that centers around resource finding / gathering needs a method such as a reduced footprint. However, increasing the number of lots any given profession will likely never happen. One of the most popular routes around the lot issue (aside from cross-server lot sharing) is an extra account. And some people do both, such as the hardcore resource gatherers that utilize 3-4 accounts, PA lots, and cross-server lots. Example, there's a field just outside of Mos Espa (could be Mos Entha) that has well over 200 static harvesters down (on Scylla server) in a single field. This is not an exageration. Now, I don't ever see SOE giving extra lots to people when it runs the risk of lessening their revenue by fewer people buying seperate accounts.
Metallurgy: Steel, Duralumin, Brass, Bronze, and Sterling Silver are all Alloys. Alloys are a mixture of metals and other elements; i.e.: steel is Iron and up to 2% carbon. To make it stainless (higher durability) you add 18% Chromium and 8% Nickel (18/8 SS).
For Reference See: http://en.wikipedia.org/wiki/List_of_alloys
In a world of technology like star wars other combinations can be used. Maybe it would be easier to go with the 8 or so basic attributes already in place and by mixing two or more elements together it may be possible to create a new and unique resource with the desired properties.
Ohuv-Carbinite Steel CR650 CO980 DR493 HR998 MA345 SR630 UT975 OQ894
Akir-Plumbum Iron CR976 CO439 DR745 HR956 MA794 SR989 UT785 OQ951
At a ratio of 25% Steel and 75% Iron yields:
New Resource CR894 CO574 DR682 HR967 MA682 SR899 UT833 OQ937
(maybe) as long as the resource was made with at least 25% of an element it can be used in the production of a good needing that resource. Our new resource is now a much more Malleable(MA) Steel or a better conductive(CO) Iron than we started with.
A third possibility is that with additional cost, equipment, and skill a resource can be refined to improve a resources qualities. This might even be done by trading one quality for another or sacrificing the overall quality.
See below for combined response to this and Chemistry.
Chemistry: This is the same as Metallurgy but gives you the ability to manipulate chemicals. This skill when combined with Metallurgy would give you the ability to combined Metals and chemicals; i.e.: Steel is Iron and Carbon.
Great idea... on paper. But, and this is a really big but, this also will never happen. Here's why. An idea was proposed once for "refining", such as taking 10k of a resource and refining it to improve the stats, and come out with 100 units of the improved refined resource. Now, lets say that BipovPlatenite Copper is the ONLY resource that can be refined. And lets say that only ONE stat can be improved (lets say OQ), and only by ONE increment (so it's essentially pass or fail - you get the improved stat or you don't). That essentially doubles the database space required by the server. Now we all know that they are having database issues, hence the revamps to things such as the e-mail subsystem. So, with just Bipov Platenite Copper from the 01/01/04 spawn being refined, you now have double the space for 1 resource. Not too much used there. But say that you allow it for 2 different stats, at one increment. That increases the space by 4x. 3 increases it by 24x. And so on. And that's just one single resource. There are hundreds if not thousands of individual resources, not to mention the resources of the same names with the different stats. Now, to be able to *combine* them into resources, you're talking about an increase on an astronomical scale. Way more money than they would ever spend on server hardware / programmer wages just to create a single elite profession.
Some additional thoughts:
Reduction in redeed cost at higher skill levels would be nice.
/agree 100%
Often I rent lots from people: I pay them a percentage or a fixed amount for the use of their lots. The problem with this is I have to trust them with equipment that costs 150k each and I have to believe that they are not skimming resources from me or will be there when I need to redeed the equipment before it costs me tons in maintenance costs. Can we get a lot contract in the trade screen that allows you to set an amount to be paid and duration of lot use? Or the ability to have Jaba go and extract hide from the swindler when he cuts and runs?
Not likely to ever happen, for the reasons listed under Land Conservation. At this point it's "buyer beware" and SOE is happy with that. It encourages extra accounts so people can have their peace of mind.
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