Business And Economy Archive

Thread: GCW and crafters, do we really need to consider going neutral?

Confusion12345
Fri Feb 25, 2005 1:15 am
#14






GraySeven wrote:

Not really.


The new system allows people to be a part of the GCW without worrying about PvP Thugz ganking you because you got forced overt.


Now, if you are scanned, only PvEs will go after you.


The only change is that you don't have to hear "Oooh You gat teh pwn!" as you clone....




You might have to deal with an NPC using an emote though




-Confusion12345

"The shroud of Confusion has fallen. Begun, the Dumb War has."
-Jedi Master Stupid
shadowdefender
Fri Feb 25, 2005 1:58 am
#15

Actually as far as decayed I watched my droid engineer belt and my dancing leotard drop about 180 - 200 points this morning I logged in at Theed, was logged in as Special Forces not combatant and when I got killed by stormies 2 times - I had decay as I was running like mad to Moeina to go on leave I got killed by players and more decay.



Desire Storm-Shadow'fyre-JuliaChilds
Mayor of Stargate & Dancer-AFLAC Guild Leader - Swordsman-Tailor & Architect & Merchant
Wanderhome Starport Crawl 4/3/05 - Don't Miss It!!! - Stargate

Pelf
Fri Feb 25, 2005 4:08 am
#16






Flatfingers wrote:

I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.


Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?


As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?


In short, how do these changes make SWG more fun for non-combatants? Or does that matter?


I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?


From these changes, the impression I get is "not." Only those with combat skills are wanted.


Disappointing, this is.


--Flatfingers








I'm hoping w/CU we'll see more crafter/combat templates, might not happen, but i can still hope.


Also, i'm not sure, but it maybe that AS will have to be faction aligned to craft faction armor, and the same w/other crafting professions if they also get factional weapon/clothing/other stuff to craft when the Upgrades hit live. (Once again, i'm not sure, but it'd be odd to get your storm trooper armor from a rebel or a neutral player, the empire would keep that inhouse i believe).

GraySeven
Fri Feb 25, 2005 8:34 am
#17

Someone, somewhere, had a really good idea about having Faction Loot kits. You'd get the kits from a Recruiter and use them to collect loot parts. My take on it was that the loot only drops from opposite faction NPC's, making the getting of the loot a "patriotic" duty.


While technically not crafting, such ideas show it is possible to insert crafters into the GCW through faction specific craftables.


I always wanted some way to be able to craft items then drag and drop on a recruiter to receive a faction reward. For example, I as a crafter make 100 CDEF rifles. Those rifles, being easy to craft, would earn low FP, perhaps one or two points per rifle. I drop them on the recruiter who thanks me for my contribution to the cause and rewards me with faction.


A crate of probot deeds or T-21's would be worth even more...


In this way, crafters could feel a part of the GCW and earn rewards and FP for their side without ever picking up a weapon, adding another nuance to the GCW.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Kalima_Hajj
Fri Feb 25, 2005 9:38 am
#18

As a roleplayer, I don't have any trouble with this.


This is a war. Neutrals are by definition out of the war.


If you are not neutral and in enemy territory, you are either a combatant or a spy.


Crafters/merchants without combat skillsin any RL war are neutral out of necessity.


If you're gonna be in enemy territory (dear spy), it you might want to learn to fight!



I'm not a man, I'm not your bro, don't call me son or sir. I'm a woman IRL. Treat me like one.
Kalima Hajj (ZabTA) ~~ Master Artisan/Master Merchant/Architect/Scout/TKA
Zabrak Trader's Association mall: Mos Eisley, Tatooine /waypoint 2540, -5320
~ Shinzon and Kalima married January 5, 2005 ~

[GF7Q]: It's a game. Play it!

Crimsonsplat
Fri Feb 25, 2005 3:02 pm
#19






GraySeven wrote:

Someone, somewhere, had a really good idea about having Faction Loot kits. You'd get the kits from a Recruiter and use them to collect loot parts. My take on it was that the loot only drops from opposite faction NPC's, making the getting of the loot a "patriotic" duty.


While technically not crafting, such ideas show it is possible to insert crafters into the GCW through faction specific craftables.


I always wanted some way to be able to craft items then drag and drop on a recruiter to receive a faction reward. For example, I as a crafter make 100 CDEF rifles. Those rifles, being easy to craft, would earn low FP, perhaps one or two points per rifle. I drop them on the recruiter who thanks me for my contribution to the cause and rewards me with faction.


A crate of probot deeds or T-21's would be worth even more...


In this way, crafters could feel a part of the GCW and earn rewards and FP for their side without ever picking up a weapon, adding another nuance to the GCW.






You're going to think I'm picking on you Gray, but I'm not. I had no idea this post was by you until I went to hitreply. So just to be extra nice, I'll skip the snarky comment I was gonna make. :-)


Your premise is incorrect for most crafters. There's no way I, as a master Architect and near master of Merchant and Artisan, with Marksman 4202 and novice Medic/Rifleman (0000 each), am going to be knocking off large numbers of factional NPC's. It's at the absolute upper end of my abilities to buff up and kill a Tusken Commoner at the fort, with combat droid assistance. (If aggroed by a chief, I have two choices: die, or run and die.) With luck and a lot of other players around killing the tougher mobs, I can get 2-3 before dying.


I feel I'm fairly typical of many merchant/crafters in that regard. So what will happen is that crafters will predominently end up buying these schematics from the combat classes--just like what's happening now with the special schematics.


That doesn't giveME enough reason to be factioned. It gives someone's crafter alt reason though.



Kadestonebow
Fri Feb 25, 2005 3:03 pm
#20

as a crafter i did go neutral already because of these new rules...i saw no point in staying rebel crafter...there is no reason to be one...when i can be neutral and survive a lot longer...and on leave for a crafter is a joke...they really left us out of the loop this patch....i hate being shot at going to harvestors and if i would have stayed rebel then i have to worry about stormtroopers attackin me in some of the towns that blows...



Fre'do master merchant/ master artisan/

Sa'mson master tka/ slicer

Psy'key carbineer/ ship wright
Tirranus
Sat Feb 26, 2005 8:13 am
#21

Nothing yet, but when the Combat Upgrade comes, we'll have craftable factional armor. If they add in faction logo clothing too, (please, please, please) then that's a start.




Tyr Tirranus
High Chancellor of the Antillian Resistance
Governor of Antillia, Rori (Bloodfin)
CEO of TyrCo Industries
My Current Crusades: Category Revamp | Galaxy Search Alternative | Stop Static Loot Drops
bluejanus
Mon Feb 28, 2005 1:07 am
#22



Tirranus wrote:
Nothing yet, but when the Combat Upgrade comes, we'll have craftable factional armor. If they add in faction logo clothing too, (please, please, please) then that's a start.




Perhaps crafting faction gear will be restricted to crafters of that faction. I'm not sure if that's particularly Star Warsy, especially including the EU, but it might make it more useful to differentiate crafters and prevent someone from being the jack of all trades.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Flatfingers
Wed Mar 02, 2005 4:57 pm
#23

Good responses, folks -- thanks.


Just a couple of quick additional points:


1. If factional armor craftable by players in included in the Combat Upgrade, I think that's great. Here's hoping!


2. On the question of whether a crafter (let's say an Armorsmith) should have to be of the "correct" faction to make that kind of armor, I wouldn't object if factional armor crafting were implemented that way... but let's consider the alternative.


What if a Rebel could make stormtrooper armor? That seems odd, but why shouldn't it be allowed -- as long as there are reasonable consequences for doing so?


Wouldn't it be interesting to be able to create a story around something like this? All interesting stories are about conflict... and wouldn't a factioned Rebel be conflicted about doing something that helped the Empire?


Maybe you lose faction points for every point of damage done by your faction to that armor. That's crude, but it shouldn't be too hard to implement and offers a direct consequence for doing something "against" your faction. Support the other side for too long, and you lose enough faction points to maybeget kicked out of your faction entirely.


More interestingly, what if crafting the other side's factional items started causing increasingly negative reactions from NPCs of your faction? You could remain a Rebel or Imperial, but your perks would start decreasing in value; you begin to be stripped of your factional ranks; recruiters would start sneering at you and accusing you of being a traitor; "name" NPCs might visit you and demand that you stop helping the enemy -- you get the idea.


It seems to me that as long as there are appropriate consequences, players ought to be able to do what they want. It means "odd" things can happen, but it's those odd things that allow interesting stories to be created.


--Flatfingers

GraySeven
Wed Mar 02, 2005 9:47 pm
#24






Crimsonsplat wrote:





GraySeven wrote:

Someone, somewhere, had a really good idea about having Faction Loot kits. You'd get the kits from a Recruiter and use them to collect loot parts. My take on it was that the loot only drops from opposite faction NPC's, making the getting of the loot a "patriotic" duty.


While technically not crafting, such ideas show it is possible to insert crafters into the GCW through faction specific craftables.


I always wanted some way to be able to craft items then drag and drop on a recruiter to receive a faction reward. For example, I as a crafter make 100 CDEF rifles. Those rifles, being easy to craft, would earn low FP, perhaps one or two points per rifle. I drop them on the recruiter who thanks me for my contribution to the cause and rewards me with faction.


A crate of probot deeds or T-21's would be worth even more...


In this way, crafters could feel a part of the GCW and earn rewards and FP for their side without ever picking up a weapon, adding another nuance to the GCW.






You're going to think I'm picking on you Gray, but I'm not. I had no idea this post was by you until I went to hitreply. So just to be extra nice, I'll skip the snarky comment I was gonna make. :-)


Your premise is incorrect for most crafters. There's no way I, as a master Architect and near master of Merchant and Artisan, with Marksman 4202 and novice Medic/Rifleman (0000 each), am going to be knocking off large numbers of factional NPC's. It's at the absolute upper end of my abilities to buff up and kill a Tusken Commoner at the fort, with combat droid assistance. (If aggroed by a chief, I have two choices: die, or run and die.) With luck and a lot of other players around killing the tougher mobs, I can get 2-3 before dying.


I feel I'm fairly typical of many merchant/crafters in that regard. So what will happen is that crafters will predominently end up buying these schematics from the combat classes--just like what's happening now with the special schematics.


That doesn't giveME enough reason to be factioned. It gives someone's crafter alt reason though.









Waaaaah! You can't hurt me, I'm being attacked by a one-star ninja!


Yeah, loot kits are, technically, for the crunchies to have something ELSE to do while slaughtering "insert opposite faction here". But being able to craft and then drop the crafted goods on a recruiterdoesn't seem too evil...but yes, crafters need to be brought in at a greater level. I'd even like to see ranks for REMF's, like supply sergeant instead of just sergeant, for instance...


And I'll admit it freely, I have a combat alternate. Because the game is geared more towards combat (simply because of Template Masters skewing the curve), crafters or even crafters with combat skills, tend to have a harder time of things.


Oh, and please include snarky comments in the future. A lot of them are really funny.




Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

MBLAST
Thu Mar 03, 2005 9:22 pm
#25

"Perhaps crafting faction gear will be restricted to crafters of that faction."

Oh, man, I hope so...



A fun, free, MMOG that you can play while grinding! Click here!
c:\>dir c:\star_w~1\charac~1\marsh\*.*
Directory of C:\star_w~1\charac~1\marsh
2/26/2003 04:02 AM 8,622 pi3.exe
6/14/2005 10:38 AM 4,604 forcession.exe
2 File(s)13,226 bytes
0 Dir(s) 523,646 bytes free
c:\>pi3.exe
I am the PI3 MINISTER! Oh, and Forcession
Smart_Darwin
Mon Mar 07, 2005 8:59 am
#26

I have come to terms with the fact that crafters take a distant back seat to the combat classes. It may not be that just that we aren't important, but there is probably something about us, say more patience than the average ground-pounder, that makes it possible to put us on the back-burner.


Anyway, I am still a proud Imperial! I stay around Bestine for the most part so don't give Rebs much of a chance to shoot at me. The times I do venture into Reb controled cities, I kinda enjoy sneaking around avoiding detection. Its part of the game, like I am a smuggler or something.


Anyway, I have yet to end up in a cloning facility as a result of these changes. I suspect that I might go neutral after a few run-ins with the rebel terrorists.



Success is not sufficient; others must fail.
Page 2 of 3