Droid Engineer Archive

Thread: (Unofficial)Discussion: Hand-crafting vs. Factory-crafting brainstorm ideas

Drashk
Thu Sep 16, 2004 4:26 am
#40




Straker_Atrella wrote:


I see where your going with different options for how to get them, options are good, but here are some other problems.


Ap is basically unlimited and a joke. If somebody wants AP, all they need to do is teach somebody Ranged support 1 or another skill over and over again. At the cost of 300 combat xp, that is cheap for 20 AP. The whole AP system needs a revam, but that's another topic.


The credit idea is a decent money sink, yet that would still mostly help the people with a lot of money already. Part of this idea is to get the little guys a little more business.



Yup. Already thought of both of those counter-points. But the point of posting them was to place them here where others could see it was well. The other suggestion would be a resource sink, in having the need to turn in X amount of one resource type, however it would fall under the same category as a money sink. All in All, some sort of system that would work with a random CIC 'unlock' during crafting looks to be the best choice, but asI said earlier, we need to have more then just the one possible idea on the table, for the proposal to even make it out the door for some people.I look at it this way, themore point/counter-point debates that we have now, more someone later on down the line will be able to look at the entire proposal and say 'Hey, looks like they covered my concern.'






Making SWG more Star Warsy. One droid at a time.
Jenden
Thu Sep 16, 2004 9:35 am
#41



Here's an idea for a cost. Say first of all that you get these CIC's from some form of amazing success tied in with complexity or something on a hand crafted item. Now, it gives you the option of dissassembling the item to learn from what happened (so you lose this amazing success and all the parts/resources required to make the item) or to continue making the item (and lose the CIC).



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

Drashk
Thu Sep 16, 2004 10:04 am
#42




Jenden wrote:


Here's an idea for a cost. Say first of all that you get these CIC's from some form of amazing success tied in with complexity or something on a hand crafted item. Now, it gives you the option of dissassembling the item to learn from what happened (so you lose this amazing success and all the parts/resources required to make the item) or to continue making the item (and lose the CIC).




I do believe that this would work in the CIC outlined system, much better then anything that has been suggested so far, as a form of 'cost'.


A slight twist to this would be that instead of it being tied to the complexity of the item, it could be tied to the final experimentation point being spent. Out of every X Amazing successes, using the final experimentation point, the option to disassemble the crafted item and gain a CIC pops up. One out of 10 or 20 would be a great ratio to start with, since achieving an Amazing success on the final experimentation point on any crafted item is 'rare'.


The only problem that I could see with this suggestion is how Force Sensitive crafting would have an overall effect on the Amazing success rate. Then again, it could actually make being a Force Sensitive crafter be worth something....






Making SWG more Star Warsy. One droid at a time.
Snikrop
Thu Sep 16, 2004 11:39 am
#43


Drashk wrote:

Straker_Atrella wrote:
Drashk, your not refering to the "crafting insight bonus" credits are you? Those easily transfer over to all professions, in fact you offered the groundwork on what the bonuses could be.

Nope, I was refering to the 'replace' 'recycle' aspects of what was being commented on. Majority of the those ideas are too focused on Droid Crafting, or other professions that use more subcomponents. The orginal intent of this whole discussion, was inspired by a sort of Crafting Revamp suggestion made by the Correspondents at the Summit. Anything that we touch upon should be focused at being useful to all crafting professions, and not just our own.




didn't realize we had an official and unofficial thread going. Let's think bigger though.

Message Edited by Snikrop on 09-16-2004 01:49 PM



" When you go to sleep, if you in fact sleep, does it take two star wars fans' blood to calm your nerves or are you higher than that now?

justG - When I am trying to go to sleep, and I am tossing and turning at night, the things that keep me up at night are combat, and jedi, and spaceflight, and things like that. Let me tell you this, we absolutely LOVE our jobs. And we LOVE this game. We are dedicated to doing whatever we can to enhance your play experience. And it usually only takes one fan's blood to drift off...
" JustG
Straker_Atrella
Thu Sep 16, 2004 12:55 pm
#44

Lonely,

I disagree with your feeling that a new crafter should have an edge. This game has a very low "level" cap, you can master DE in what a day? TheONLY edge that a more experianced crafter has is Resources, a Customer base, and experiance. All of those can be gotten through hard work, time and patience. By giving new crafters an edge, your negating some of the advantage the more experianced have. Why not just give new crafters 9 exp points? Would be a lot easier.


Any new change to crafting, such as this, should work the same for everybody. Somebody who may not be a Master DE, may be a master of the "mini game" and actually make better items. Yet a master who is also good at the games would still make better.


Others,

Some people seem to be against the CIC's being tradeable. Yet here is actually a reason why it is good that they are. First, I want to say that as loot drops, these would be very very low. Second, let's say your one of those DE's who hardly gets any business, and you don't run a vendor. Since your % chance to get a CIC is tied to the complexity of the item, your best bet is Hand crafting final droids. If your not selling Droids, why are you going to make them? Silly to have people making items, that wont be sold.


By making them tradeable, you give people a reason to seek out a Droid Engineer to get an item made. It may not be often, but they will come to you. I may make good droids and stock a mean vendor, but if I really suck at the mini-game, who will bring their CIC's to me? Also, the "mini-game" adds a chance that your item may not turn out good at all. Even as a trade-able, these could not be made in factory runs over 5, at the cost of 5 CIC's. Isn't that "part" of the point? Good items in small amounts.


Drashk,

The Xp idea is a bad idea IMO. Using a crafting macro and grinding componants, you can get a lot of XP really fast. Not fun, and not giving people a reason to hand craft. Plus you open yourself up to people using mouse click programs.


Lonely (Ithink it was you,)

Somebody was against the crafting "mini-games," that was put in because people wanted more "fun" in crafting. People seemed to enjoy the FS crafting games. Plus along with the fun aspect, it would add another level of skill and diversity to crafting.


Plus don't mislead by the term "mini-game," they could very well tie to your profession. For example, one game could be you need to answer 3 different multiple choice questions pertianing to droids. Such as....


1. Which of the following Droid componants uses Lidium Extrusive ore?

2. How many general modules can a normal BLL carry?

3. Which of these componant's is not used in an Advanced R3.


You answer each of those questions as fast as you can, how fast you answer them, determines your bonus. Sure you could look them up, but that would take time.


On the other side, somebody who could answer those 3 easily may have a hard time with a hand/eye coordination mini game.


Since you don't know which one you would be getting, it would add a lot of randomness.


It would add a lot of fun to crafting, and variety as well. It would also help the single account crafters some. When you are online, you are on your account, easy to find and ready to craft, you will be sought after. For those multiple account holders like myself, I may be online, but not on that account, so not as accessible.


Fun fun for all.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Malitevv
Thu Sep 16, 2004 12:59 pm
#45






ArveMennderchukk wrote:
Are you a moron?





No. why do you ask? The only thing I forgot is that the db is gonna need to store the crafter who made the item too. But that's a minor difference, and doesn't impact anything I said. there is no question that the amount of storage required to store all the information for each serial number in the game is at least 2X what it needs to be if a reference to each item that was used to craft it is also included. i can't see any point of doing that. if you can get all the information you actually need to fit in N megabytes of space, why would you design it so that it takes more than 2*N that amount of space unless you need to?


In any case, i'm willing to drop this point. It isn't the least bit relevant.


Message Edited by Malitevv on 09-16-2004 01:08 AM



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Straker_Atrella
Thu Sep 16, 2004 2:51 pm
#46

I like that idea Jenden, when you actually got a CIC, you had to take apart what you just made to get the CIC. Could be painfull, yet worth it. This would also make it that much harder to 3rd party.


Drashk, I'm not disagreeing to disagree, yet your Amazing sucess on the exp could apply to ANYTHING, Advanced Droid Frame units or Gungen heads for example. For this to work correctly across the board, the complexity values would need to be set (for each profession,) at a point above sub-componants at a level where more finished crafting takes place.


Which brings up another reason these MUST be tradeable. Look at Chef for example, it doesn't make sense for them to be hand crafting much at all. Who wants hand crafted Brandy? Food works best crated. So their chance of getting CIC's from crafting would be lower then other professions that can conceivably hand craft. Yet if they are tradeable, Chef doesn't get left out of the new system entierely. As a DE, I could give a couple of my CIC's to get a really awesome batch of Bespin Port for example.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Jenden
Thu Sep 16, 2004 2:58 pm
#47






Straker_Atrella wrote:

Which brings up another reason these MUST be tradeable. Look at Chef for example, it doesn't make sense for them to be hand crafting much at all. Who wants hand crafted Brandy? Food works best crated. So their chance of getting CIC's from crafting would be lower then other professions that can conceivably hand craft. Yet if they are tradeable, Chef doesn't get left out of the new system entierely. As a DE, I could give a couple of my CIC's to get a really awesome batch of Bespin Port for example.






Yea, I see what you mean. I hate making them tradeable, since that makes them no better than loot drops, but otherwise you're screwing over chef's (I can't think of anyone else that deals only in factory crates). The only thing I can think of as a compromise is add a bonus to the chance for chef's to get them, try to even things out that way. Of coarse, then you get chef's popping them out like mad by hand crafting a bunch of stuff...



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

Straker_Atrella
Thu Sep 16, 2004 3:02 pm
#48

Docs kind of fall into this as well. They CAN make individual buff packs, bu they wouldn't really sell well. Crates are what are wanted.


For those who don't understand how a CIC could "realistically" be traded, there are lots of technology that overlaps. For example, as your making a droid, you have a brainstorm in mini-robotics. You then take that "Nanite" idea to a Doc, and he uses it.


Yes in some ways these would be very similiar to loot drops, the difference is the majority would come from crafting.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Drashk
Thu Sep 16, 2004 8:06 pm
#49




Straker_Atrella wrote:

Drashk, I'm not disagreeing to disagree, yet your Amazing sucess on the exp could apply to ANYTHING, Advanced Droid Frame units or Gungen heads for example. For this to work correctly across the board, the complexity values would need to be set (for each profession,) at a point above sub-componants at a level where more finished crafting takes place.


Which brings up another reason these MUST be tradeable. Look at Chef for example, it doesn't make sense for them to be hand crafting much at all. Who wants hand crafted Brandy? Food works best crated. So their chance of getting CIC's from crafting would be lower then other professions that can conceivably hand craft. Yet if they are tradeable, Chef doesn't get left out of the new system entierely. As a DE, I could give a couple of my CIC's to get a really awesome batch of Bespin Port for example.




Then how about the CICs only applying to 'flagged' craftable items, such as the only the items where a bonus could be applied. If the only the components that actually effect the stats of a crafted item were inlvolved, or the final build of a product, wouldn't this also help to address the issue with Chefs as well?


I think that it would be easier to flag certain items, over having a set complexity level for each profession due to the major imbalances that it would create in many professions. I'll site Weaponsmith for instance.


An Acid Stream Launcher, which is a Master Weaponsmith schematic, has a complexity of 50.A Power Hammer, which is also a Master Weaponsmith schematic, has a complexity fo 30. A Heavy Warhead Mechanism, which is available at 0020 Weaponsmith, has a complextity of 40. A Stun Baton, which is available at 4000 Weaponsmith, has a complexity of 20.


Now let us look at Tailor.


An Immense Gemstone Necklace, which is a Master Tailor schematic, hasa complexity of 25. A Military Travel Pack, which is a Novice Tailor schematic, has a complexity of 23.


As you can see, Droid Engineer appears to be one of the few crafting professions where schematic complexity is 'balanced'.






Making SWG more Star Warsy. One droid at a time.
Malitevv
Thu Sep 16, 2004 8:07 pm
#50






Jenden wrote:





Straker_Atrella wrote:

Which brings up another reason these MUST be tradeable. Look at Chef for example, it doesn't make sense for them to be hand crafting much at all. Who wants hand crafted Brandy? Food works best crated. So their chance of getting CIC's from crafting would be lower then other professions that can conceivably hand craft. Yet if they are tradeable, Chef doesn't get left out of the new system entierely. As a DE, I could give a couple of my CIC's to get a really awesome batch of Bespin Port for example.






Yea, I see what you mean. I hate making them tradeable, since that makes them no better than loot drops, but otherwise you're screwing over chef's (I can't think of anyone else that deals only in factory crates). The only thing I can think of as a compromise is add a bonus to the chance for chef's to get them, try to even things out that way. Of coarse, then you get chef's popping them out like mad by hand crafting a bunch of stuff...




If they are tradable, but the cap on how many an individual player can have is rather low, they'll still be considerably different than loot drops. It's probably end up being more like the FP trading market that smugglers deal in, I think. Unless it is actually possible to offer CICs up on a vendor.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Straker_Atrella
Thu Sep 16, 2004 9:23 pm
#51

Heh, I think we should keep them off vendors.


Yea Drashk I see your point. Your flagged idea could work as well.


The reason I struck on complexity, is that you could actually have a "chance" at getting one on an MSE, but you would have a higher % chance with an Advanced R3. The more difficult the better the chance.


I see your point with other professions complexity getting out of wack. Yet that seems like something really easy to fix.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Jjiaah
Fri Sep 17, 2004 4:18 am
#52






Drashk wrote:




Straker_Atrella wrote:

Drashk, I'm not disagreeing to disagree, yet your Amazing sucess on the exp could apply to ANYTHING, Advanced Droid Frame units or Gungen heads for example. For this to work correctly across the board, the complexity values would need to be set (for each profession,) at a point above sub-componants at a level where more finished crafting takes place.


Which brings up another reason these MUST be tradeable. Look at Chef for example, it doesn't make sense for them to be hand crafting much at all. Who wants hand crafted Brandy? Food works best crated. So their chance of getting CIC's from crafting would be lower then other professions that can conceivably hand craft. Yet if they are tradeable, Chef doesn't get left out of the new system entierely. As a DE, I could give a couple of my CIC's to get a really awesome batch of Bespin Port for example.




Then how about the CICs only applying to 'flagged' craftable items, such as the only the items where a bonus could be applied. If the only the components that actually effect the stats of a crafted item were inlvolved, or the final build of a product, wouldn't this also help to address the issue with Chefs as well?


I think that it would be easier to flag certain items, over having a set complexity level for each profession due to the major imbalances that it would create in many professions. I'll site Weaponsmith for instance.


An Acid Stream Launcher, which is a Master Weaponsmith schematic, has a complexity of 50.A Power Hammer, which is also a Master Weaponsmith schematic, has a complexity fo 30. A Heavy Warhead Mechanism, which is available at 0020 Weaponsmith, has a complextity of 40. A Stun Baton, which is available at 4000 Weaponsmith, has a complexity of 20.


Now let us look at Tailor.


An Immense Gemstone Necklace, which is a Master Tailor schematic, hasa complexity of 25. A Military Travel Pack, which is a Novice Tailor schematic, has a complexity of 23.


As you can see, Droid Engineer appears to be one of the few crafting professions where schematic complexity is 'balanced'.







Perhaps a solution for such a problem would then be to not go with complexity, but on skill ranks. Someone with 4/1/1/1 has a slightly better chance than someone with 4/1/1/0. A Master would have a slightly better chance than someone with 4/4/4/4. Balance that with the level of the schematic (better chance for a lvl 4 schematic than a lvl 3) and you can ensure there is a greater likelyhood of someone with Master making Master items getting CiC's vs a1/0/0/0 makingtheir highestitems. And at the same time, there is the tiny chance that a 1/0/0/0 person could get that one longshot CiC, which would not be unbalancing. I don't think that there should be any chance for Novice level crafting. A Novice itemgiving CiCs is like a McDonalds new-hire accidentally making a sufflet (sp?).
Page 4 of 6