Droid Engineer Archive

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

Straker_Atrella
Fri Sep 17, 2004 8:37 pm
#66

Heh, Mal, you and TK are both saying the same thing. That stuff in backpacks and furniture DOES count towards storage room in the house, your both just saying it different. No need to check anything.



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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.
TheRealTK421
Sat Sep 18, 2004 12:25 am
#67






Malitevv wrote:


I agree that profession specific, even though it sounds nice, is too much to expect.

Yea...we only need to get in what's needed to get the system functional. Profession-specific CiCs seems like we're piling on too much.

Just a catch-all CiC would work, I think. The benefit is that if you change professions, your CiCs carry over.

Example: Earn CiCs using WS, drop it and pick up AS, CiCs are still available for you to apply using AS.



It would mean a lot more work. I do also sort of see the appeal of mixing item loot drops in with the process, but I know Jenden is going to be unhappy with that idea for inventory clutter reasons. I agree with that too.

Well...come on. ONE looted/quested schematic is going to cause inventory problems?

With furniture adding inventory space to houses, this should be a non-issues, si?



But I need to ask: why do you think loot drops need to be part of the equation? You said they should be, but haven't said why.


I think it provides a few fun/cool aspects. If you just had the CiCs, that's okay...but needing both represents to me a way for elite crafters to 'team' the mini-game. This is sorta like getting better results when group combat vs. solo combat.

In addition, it keeps things that should be rare, rare. Hopefully, if we can get numbers right, maybe it means that we could have higher level elite items than we would otherwise.

By raising the 'cost' to make these, it might be able to justify having more than just a few % increase on item X.



A seperate factory version of the CiC seemsnice too.

Yea...balance.


But I'd need to be convinced that a system that has two types of CiC's couldn't be reworked so that both the factory and hand-crafted version of the enhancement process couldn't derive from the same single CiC stat.

That's an option. A universal 'innovation' bonus that could apply to how one handcrafts or uses factories.

What I wanted to suggest was that we won't have to have mini-games/puzzles only apply to handcrafting. Factories could be made more fun if one could tinker with...


  • Completion time per item

  • Maint. requirements

  • Power requirements

  • Lot requirements

  • 'Enhanced output' - maybe kicks out X% higher numbers than you'd called for or something

Basically, I'd have to think that both options could be made better via use of the CiC / loot / mini-game/puzzle proposal for a crafting revamp.



It's not clear to me why they would need to use different CiCs for there to be two distinct mini-games for each.


We wouldn't...it was just a way to keep the games/playstyles separate. We could just as easily have the CiCs apply to either.


As for puzzles... I'm even more skeptical of the idea of puzzles now that my crafter toon has finished phase 1 of the village. Of the puzzles in phase 1, only one of them was the least bit entertaining. The ones where I had to shift the sliders to the left and the right until I get things lined up properly were rather silly. If that is the sorts of puzzles we are talking about, I'd much rather there be no puzzles at all.


Mmm...yea, I can see what you mean. That's why many different mini-puzzle/games might be good. Some might be more boring/easy than others. In that situation, you would be all but guaranteed to get 'the goods'.

Perhaps if the games were tiered so that the easy games only yield small benefit and the harder would yield better results. Risk vs. reward is maintained in that situation...which helps to sell this concept even more.




/bow

Respectfully,






TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Straker_Atrella
Sat Sep 18, 2004 12:26 am
#68

Tk, I agree with most of what you said, just have a few thoughts to add.


We wanted to stay away from more traditional loot drop ideas simply because it makes non-combatent Crafters totally dependant on Combatents. A a character with a combatent character and a crafter one, I could stock my vendor with these Elite items. Where the Pure single account crafter would need to rely on somebody else. There are many loot dropds in the game, maybe we should steer this one towards crafters.


In my proposed version of the idea, factories are included, you can do limited factory runs. Yet, I do think that having a Factory version as well could be interesting.


Profession specific? Not sure what you mean by this isn't really viable. Do you mean different benefits for each proffssion? That's pretty much a must. Plus things WOULD have to be setup differently for each profession, otherwise, some like Chef or Doc would get left out. Unless your factory version was added.


On tradeable. If people could have a small chance of looting them, they would HAVE to be tradeable, otherwise they would be of no use to the combatent. Also by not making them tradeable, you are cutting out the smaller crafters who get less business. If I sell 50 droids a week, plus special orders, I have a REASON to craft 50 droids, so I will get some CIC's. If a backpack DE sells 5 droids a week, he only has a reason to make 5 droids. If he wants a bigger shot at CIC's, he would need to make and either stock or burn the extra droids.


Yet at the same time, if they are more tradeable, who is more likely to USE traded CIC's? As an "industrialist," I do special orders, but not many, I am always busy doing stuff, whenI am not doing droids, I am playing my combatent, and wont want to do droids. Yet the single account crafters who don't stock a vendor, who hang out selling their wares, they are instantly available for CIC crafting. With CIC's there will be some actual "skill" involved in the mini-games, so if you do it more often, you will be better at it.


By not making them tradeable, you are keeping the status quo of catering to the bigger crafters. By making them tradeable, you are opening up a new market for smaller crafters.


Plus honestly, with a 5 CIC cap, I can't see how this could be exploited really. Well not if the CIC aquisition chance is balanced across crafting professions.



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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.
Gron_DM
Sat Sep 18, 2004 12:31 am
#69

hmmm minigames:


Rock Paper Scissors (RPS)


cut the ...Red or Blue (current smugglers minigame)


guess a number out of 1 to 3(5...10 whatever..)


ooo here is a neat thought,

UI screen comes up with experimentation bars, pick a bar to do CiC...up comes a random resource, says something like add +5 (or a % based on what item took to make) of resource with x stat or specific resource type. as long as what it asked for was somewhat random or system based (if someone has a ton of time) this could be an exciting way to get some extra points on some equipment.


House of cards, a bit slow but fun....build a structure up using specific symbols in a sequence, sequence changes each time you craft all you have is a guess at proper sequence, maybe some light clues.


Dice, roll and see what ya get, 12 wow improvement, 2 Cf, so on...this is the most basic use of them i can see.


tetris or other block organizing game


Alpha, Beta, Gamma parts. this would be a part type helps a certain line of experimentation...would be good for WS but DE needs some attn to other exp line first before this kind of theme would work....

tough to think of minigames that dont involve some kind of kinetics....but if theyd allow them there is a ton of moving minigames.


Memory games/drawing symbols game


oh and finally there was a game with 4 colors pegs (maybe more) you placed your pegs in a sequnce to try and guess ithe hidden ones layout and the person across from you placed a white/black peg to show how close you were...something like this.




Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
Malitevv
Sat Sep 18, 2004 12:33 am
#70






Straker_Atrella wrote:


Profession specific? Not sure what you mean by this isn't really viable. Do you mean different benefits for each proffssion? That's pretty much a must. Plus things WOULD have to be setup differently for each profession, otherwise, some like Chef or Doc would get left out. Unless your factory version was added.


I thought that TK meant profession specific CiC's instead a single generic CiC.


On tradeable. If people could have a small chance of looting them, they would HAVE to be tradeable, otherwise they would be of no use to the combatent.


I think he ment that the CiCs (which come from crafting and not from loot drops) are not tradable, but the loot drop component of the puzzle still would be.







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