Doctor Archive
Thread: Add Hiring +10, Vendor Item Limit +150 and Vendors +1 to Master Doctor box!
That way Merhcnants can be merchents and buy crates from the crafters and distribute them throughout the galaxy.
Mercehent buys a crate of t21's takes them out of crate and places them on his vendors.
GraySeven wrote:
If you want Merchant to come at the end line of all those other professions, I want the option of doing those professions at the end line of the Artisan Business branch. Sounds silly, doesn't it? But I'm not asking for any more than you are.
Nema0879 wrote:
GraySeven wrote:
If you want Merchant to come at the end line of all those other professions, I want the option of doing those professions at the end line of the Artisan Business branch. Sounds silly, doesn't it? But I'm not asking for any more than you are.
All they're asking for (I'm not asking for anything, I have 2 merchants ... I just understand where they're coming from) is the same options as other crafting professions, not be penalized for not being an "artisan" crafting profession. If we weren't intended to sell things, we shouldn't have the ability to craft anything simple as (see entertainer). You are asking for more than I am. You are asking for somthing that isn't related to your inherant profession at all. How would artisans feel if there was a novice merchant type skill? If it wasn't included in the artisan branch at all ... In this case, anyone that wanted to sell things would have to spend the additional 15 points, fine. But as it stands its restricted to BE, Doc, CM, and Smuggler for not being "true" crafting professions.
This is where the conflict comes in ... allow these professions theability to get merchant without forcing us to spend skill points in artisan, or remove the crafting completely.
Ah, but they aren't crafting professions...
All professions outside of direct combat professions have the ability to craft. Scouts can make camps and traps, so does that mean they should also be able to get Merchant to sell their traps and camps? Only Scouts and Rangers can use traps and camps, just as only Medics and their ilk can use stims and woundpacks and such. Medic has the ability to craft meds FOR THEIR OWN USE. That you want to sell them to other Medics is a skill outside of the Medic set, and as such you need to pick up the skills that would allow you to do this.
The point that my above argument tends to break down comes when you figure in the odd professions like Smuggler and Bio-Engineer. Both craft goods meant for others, but aren't given a means by which to sell them. Smugglers, well, we should find them in the Coronet cantina back room selling spice in a sneaky yet personal manner. For BE's...well, I don't have an answer. BE already gets the poo because their wares tend to be aimed at one profession. Since only CH's can train pets, most non-CH's without CH buddies will ignore pets for the easily programmed combat droid.
Removing the medical crafting from the medic/doc/cm professions and giving it to BE's would probably make the BE's very happy, but with what would you replace it?
I never said Doctor or CM meds should be given to BE, they should be removed, ie Dancer and musician ... if they don't craft to heal, why should we? Why shouldn't it simply be a skill and not a medicine? And we're not talking about Making these professions the equivilant of a master merchant ... just allowing all crafting professions equal opportunities as other crafters get ... if that means including ranger, I'm all for it ... If that means making the prerequisite the elite crafting line of each of those professions, ie 0004 doc, 0040 cm or whatever tree it is ... so be it ... in order to get novice merchant I don't see how this circumvents merchants at all .... and I don't know how BE is on your server, but on farstar they sell tissues to Chefs and Tailors ... I haven't seen a pet on a vendor in close to a year
GraySeven wrote:
Ah, but they aren't crafting professions...
All professions outside of direct combat professions have the ability to craft. Scouts can make camps and traps, so does that mean they should also be able to get Merchant to sell their traps and camps? Only Scouts and Rangers can use traps and camps, just as only Medics and their ilk can use stims and woundpacks and such. Medic has the ability to craft meds FOR THEIR OWN USE. That you want to sell them to other Medics is a skill outside of the Medic set, and as such you need to pick up the skills that would allow you to do this.
The point that my above argument tends to break down comes when you figure in the odd professions like Smuggler and Bio-Engineer. Both craft goods meant for others, but aren't given a means by which to sell them. Smugglers, well, we should find them in the Coronet cantina back room selling spice in a sneaky yet personal manner. For BE's...well, I don't have an answer. BE already gets the poo because their wares tend to be aimed at one profession. Since only CH's can train pets, most non-CH's without CH buddies will ignore pets for the easily programmed combat droid.
Removing the medical crafting from the medic/doc/cm professions and giving it to BE's would probably make the BE's very happy, but with what would you replace it?
I'm talking about the fact that dancer's never have to craft anything and musicians craft very few items in their career in order to heal people. If I can't sell things, I want my heals to be skill based just like entertainer. And yes, I'd much rather Docs be Med Center healers and give the field capabilities to CMs as they should have been in the first place.
When will it end? When all crafting professions have the ability to have a vendor without penalizing them for not being part of the artisan family ... The inconsistancy in this game would amaze me if I hadn't seen it time and time again
The rifleman analogy doesn't fly as the only thing I've read that makes any difference (and seen for myself) in repairs is FS repair. I'm not asking for every profession to automatically have master merchant, I'm not even asking for that 4th tier to include any merchanting skills, Just allow it to be an alternate prerequisite to Merchant.
I suppose we will have to agree to disagree and leave it at that.
Message Edited by GraySeven on 03-16-2005 12:34 PM
Message Edited by Nema0879 on 03-16-2005 01:36 PM
Message Edited by Nema0879 on 03-16-2005 01:54 PM