Artisan Archive

Thread: Smelter: The Grand Artisan Idea

Pluto9Moon
Wed Apr 21, 2004 9:40 pm
#1

You are sitting around your house crafting. You know you have to delete all those stack of 3, 5 and 9 just sitting there. Well here is the plan to make them useful somehow.

I propose that a Smelter be created. Any type of the same resource, ie Siliclastic Ore could be placed into the smelter and turned to molten ore then solidified as a nea and unique ore. The process would involve averaging every stat and compiling the averages into the new product. In order to make this viable smelters must have very large hoppers. They also must be allowed to store contrary items such as copper and polymer. But only smelt one type at any given time. If copper were smelted the type produced would be the type most occuring in the hopper, If kelsh was the majority Kelsh would be the one that comes out.

It is best to think of this as a cross between a hopper and a factory. The design would have to be made by Architects. I see no reason why the current harvester maintenance fees would not be applicable by size of the smelter.

Ok. There is some very loose random thoughts. It is not perfect but it is there to enhance. As a MA/MDE I have grown tired of deleting items that I accrue over time.



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Pluto9Moon
Thu Apr 22, 2004 8:24 am
#2

Yeah Sci,

I ran a few Hypotheticals and the only way something really crappy would come out good is if you needed like 150 of something and it had 140 950/950 and something remotely close to 600/600. It is the subname data bases that does make this a much larger project than it should be. But individual pieces are given Serial Numbers when created and I wouldn't think it too hard to do this for this project.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Naufragus
Thu Apr 22, 2004 11:28 am
#3






sciguyCO wrote:

Right now, if you need 100 units of Plumbum Iron for an item, and you have a 75 stack of one type and a 25 stack of another, you can't put both of those into the same resource slot. But if you were using a station with that module, you could. The stats would be averaged, and you could use up those loose resource stacks.





i really really like that idea....


i would also be willing for ALL resources to have to be smelted (aside form flora maybe) before they can be used....that is i harvest 200K Google iron but basically its raw ore....


i take it to a smelter and he puts it into the smelting factory to create the actual metal


Maybe at different skill levels he can get an increase in (maybe small 5-10%) a couple of the stats....


the draw back would be that out of that 200K or i would only get 175K metal in return or osmething along those lines


Really smelter could be like a BE only working with ore


flux77
Thu Apr 22, 2004 11:33 am
#4

Nice Idea Man!!! You weren't kidding...good stuff....



/lick Neptune





BOOYAHH!!!!





Logaar


Insanity: doing the same thing over and over again and expecting different results -- sound familiar?

I hate to see you go, but I LOVE to watch you leave
sciguyCO
Thu Apr 22, 2004 12:05 pm
#5

Well, I don't know that this would work just because SWG appears to track each individual resource type in it's monstrous database. Allowing players to combine resources would make that grow exponentially.


Although it might be possible if the combination was done at crafting time....


How about this. Add a new smelting module for crafting stations. Right now, if you need 100 units of Plumbum Iron for an item, and you have a 75 stack of one type and a 25 stack of another, you can't put both of those into the same resource slot. But if you were using a station with that module, you could. The stats would be averaged, and you could use up those loose resource stacks.


Although it'd be hard to implement schematics with that system, since there'd be extra resource lines to track. And if the stats get averaged, you'd have people wanting to be able to do that (so not just for using up small stacks). If an item depended on UT and OQ, and you had one resource with high UT and low OQ and another with low UT and high OQ, the final item would probably come out better than using either type alone.


Hmm, running some numbers, I guess that wouldn't be the case. The "alloy" quality was just the average of the quality of the other two resources taken individually, at least for a two-stat calculation. So you'd be better off just using the better resource to begin with. Although this would let you "stretch" your usage of a really high-quality resource by adding "impurities" to the mix (with a resulting drop in the item's stats), kind of like a bar watering their drinks.


I better hit submit. It's getting late, my mind is wandering...





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
LoneWolf24k
Fri Apr 23, 2004 1:02 am
#6



Pluto9Moon wrote:
You are sitting around your house crafting. You know you have to delete all those stack of 3, 5 and 9 just sitting there. Well here is the plan to make them useful somehow.

I propose that a Smelter be created. Any type of the same resource, ie Siliclastic Ore could be placed into the smelter and turned to molten ore then solidified as a nea and unique ore. The process would involve averaging every stat and compiling the averages into the new product. In order to make this viable smelters must have very large hoppers. They also must be allowed to store contrary items such as copper and polymer. But only smelt one type at any given time. If copper were smelted the type produced would be the type most occuring in the hopper, If kelsh was the majority Kelsh would be the one that comes out.

It is best to think of this as a cross between a hopper and a factory. The design would have to be made by Architects. I see no reason why the current harvester maintenance fees would not be applicable by size of the smelter.

Ok. There is some very loose random thoughts. It is not perfect but it is there to enhance. As a MA/MDE I have grown tired of deleting items that I accrue over time.




LOL

yeah i played Horizons for a day also.. and quit and never seen the game since.

You got the idea from that game didn't you.

I'd rather be able to combind resrouces to something. like suggested above. need 100 ore and have a 75 and a 25 stack. put them in there.



Dustrider - 32 professions completed Unlocked 6-5-04 11:06AM
Rebel Colonel
Pluto9Moon
Fri Apr 23, 2004 7:29 am
#7

Lone,

My online gaming resume only includes Diablo (the original) and EQ (4 years worth). The ideas come through frustration, if I knew it existed somewhere else I would have referenced it. But yeah the combining and letting it get figured out works for me as well. It is frustrating that there is no use for that last single piece.

Anyway it was an idea. I thought I would put it out there. Some ideas are good and float, some ideas are good from a certain perspective and do not.

Anyway I am consolidating 7 toons worth of stuff into 4 houses, and I see all this left over junk. From my perspective some giant smelter I could park outside and dump all this stuff into and save until I have enough to melt it down and blend it together to make something useable was a good idea.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Redondo
Fri Apr 23, 2004 10:10 am
#8

This is a good idea but imagine it at the next level, likea two tree elite profession off of Artisan or surveying like a metallurgist and chemist branch, but not chemist in relation at all to organic chem. As you level up you can use different low quality resources to help boost the stats on the final product. To save the database from loads of different resource names make them come out like crafted products where you use a schematic and produce a named resource that will never change. Now your options for what you put in there are not that limited. Experimentation could be used to create some pretty neat stuff, nothing spectacular, but turn fiberplast with all stats under 300 into something usable and salable. Of course crafting profession schematics would have to reflect using the new resources, or they could all just be unkonwn inert petrochem, unknown non ferrous metal, etc.


I always wished there was an elite profession off of surveying. As much time as you put into it compared to the other 3 trees it should continue on.







Prin Eckbo
Hall Monitor

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