Commando Archive
Thread: Commando Crafting?
I was thinking of a sort of warhead enchancement to make the thing double in damage but increase the delay by twice in return... a lasing target system to increase the accuracy to near perfect levels, but paying for it in increased delay, or an automatic reloading system to make the weapon refire faster, but at the cost of either accuracy or damage.
making these items would require drop loot components from humanoid NPC's. Finally those ancient/broken lighstabers, broken datapads, broken binocs, etc etc that drop off the nym/meatlumps/factionals, etc can be used as components. Each item giving a certain bonus. Say, the lightsabers would increase the damage of HBPC's by 2X.. its energy damage. The broken binocs could be used as the accuracy booster, broken datapads and vidscreens in the reloading systems or lasing systems. Stuff like that.
And since we have no engineering skills, our failure rate would be higher than a novice artisan.
Think of it as being a commando heavy weapons only version of the jedi lightsaber crafting.. you must get loot stuff to make your stuff.
I'll repeat the obvious question.... Where are you going to find *really* hot napalm?
Mind you, if I had to craft a 'Flow Regulator' to get my HAR to work, I'd make them by the crate.
Lynch, Master Commando of Flurry
Force Unsensitives - I knew a guy who made the best CDEFs in the galaxy... then he finished grinding.
While we used to have crafting, it wasn't of the sor of items Tacwraith is suggesting...my concern is the tradeoff. I'd hate to have to get to Engineering IV (again!!), as I am currently already using those skill points!
I agree that powerups would be nice(though our weapons are already pretty powerful, when they work), but I'd be just as happy letting the Weaponsmiths have the schematics. They can use them better anyway, as they'd have better crafting stations than me. How do I know that? Because they can use all the money I pay them to get an uber crafting station (reportedly someone on my server is selling 43.9 rated crafting stations now).
You realize that If we pushed for crafting capability, the Dev's would push back by re-introducing an additional artisan pre-req to our profession....The original design of Commando was a Tree of Artisan, the Unarmed Tree & Master Marksman to get to Novice Commando (just look at your SWG Handbook)...
You could make some arguement to replace the Unarmed Tree with an Artisan tree, then give us the crafting capability...but personally I would rather see WS's be able to craft power-ups for our Heavy Weapons and us get some Commando specific unarmed specials (or more defenses)....It preferan unarmed pre-req over an Artisan pre-req...and I'd hate to see us get stuck with both again and have even less skill pts to dabble with such a broken profession...
Yes, and whats our only point that we are up there with BHs? We got more combat pre-reqs instead of scouting.
I prefer staying all combat. WS should get the ability to make our old things from beta. They are still in the C 22 crafting schematics as optionals.
hey its just a wish, im a bit peeved my heavy weapons dont get powerups ![]()
if i could 'find' components and rig them into RL to make it more accurate or stuff, its more like assembling a prebuilt item rather than crafting it from scratch. vidscreen+binoculars+computer thing = targeting system or something like that. being a system that uses loot items only forgoes any crafting, and there should be a penalty in the 'assembly' since we'd be jury-rigging stuff instead of crafting a nice new thing from scratch.
duct-tape crafting. ![]()