Droid Engineer Archive
Thread: (Unofficial)Discussion: Hand-crafting vs. Factory-crafting brainstorm ideas
- We need a way to ensure that the "best" in the game can't be simply be thrown up en masse to a vendor.
- We need a way to ensure that there's an actual 'rares' market that has some kind of value or meaning.
- We need a way to provide some decision or tradeoff on the part of both the crafter and his/her client.
- This change (done right/well) would make the crafting game a lot more dynamic and interesting...hopefully.
- There are no bad ideas, viewpoints or opinions (just make sure to be nice and respect the other peeps issues).
Note: Right now, this is all just talk. There are no official plans to do this or make any such change. It is simply something that came up between the crafting Corrs. at the SWG Summit. We'd like to hash this issue out and see if there's merit to it and if it can be done in a way that 'balances' correctly.
So I don't think (*fingers crossed*) that your suggestion is off-base, with one caveat.
I don't think you need to limit the loot to only be used by hand-crafting.
If you make the limited run of serials small enough (like it is for weapons and such), the components necessary to make a single schematic work are so small that even a maximum drop of same serials would produce a factory run (post schematic generation) of 2 or 3 items at most. At that point it basically is just handcrafting. Because the mechanic prevents thousand strong runs, whether someone chooses to actually tinker the thing out by hand for 3 units or make a schematic and run 2 units should be moot, right?
- certain schematics are marked as having some probability ofgranting "crafting enhancers" to the crafter when the schematic is hand crafted. could be all schematics, but doesn't have to be, and the probability could vary from schematic to schematic (e.g., could be very low or zero probability when crafting say a droid sensor package, but could be higher probabilitywhen crafting say, a completed Advanced R3 droid).
- one sub-idea of this idea that I have is the following: have this "crafting enhancer" be a credit that is incremented on the character; something like XP rather than be an item. this way, it won't clutter the inventory, and won't be tradable/sellable. instead of getting a special item in your inventory when you are granted a "crafting enhancer", you just get a system message saying "you have received N craft enhancement credits for the successful completion of this item" and then some counter on the character is incremented.
- certain other schematics have new optional boxes added into which these "crafting enhancers" can be placed. Now one has to be very careful about this. Items that currently do not benefit from experimentation have no reason for these "crafting enhancer" boxes, IMO. And unfortunately, this includes medical modules. Because the "crafting enhancers" themselves will rarely have the same serial number (unless multiple of the same kind can be granted at the same time), this means no change has to be made to the crafting interface itself. The enhancers will only be useful for hand crafting because of the serial number issue. For it to remain balanced though, the in-game affect of using these boxes has to be something like additional customization options (e.g., when crafting clothes) that have only a cosmetic affect on game play, or they have to be very tiny, incremental bonuses to the stats of the item (a 10% or even 5% boost in a stat is not tiny, IMO, and will kill the non-enhanced market for an item that is not "rapidly consumable").
- if the sub idea mentioned above is used, then these new optional boxes could be marked to require "M crafting ehanhancement credits" (M could vary from schematic to schematic or could always be 1. i dunno) and then the player can double click the box to "load" his previously rewarded enhancement credits into the box.
Now, the problem I see with this proposal, and with any proposal that involves mucking with the schematics is this: it means every schematic in the game is going to have to be examined, re-evaluated, and then potentiallymodified if this is to be done well. Which is no easy task.
Yeah, maybe then we could finally talk to those damn Jawas.
I wish I could play as a Jawa.
Message Edited by Straker_Atrella on 09-15-2004 02:30 PM
Message Edited by Straker_Atrella on 09-15-2004 02:56 PM
Straker_Atrella wrote:
Each person can hold a maximum of 5 Crafting Insight Credits. They can also be "traded" to another player.
Message Edited by Malitevv on 09-15-2004 02:46 PM
Malitevv wrote:
Straker_Atrella wrote:
Each person can hold a maximum of 5 Crafting Insight Credits. They can also be "traded" to another player.
I'm ok with them being tradable if there is a tight cap on how many a player can own. I'm oppossed to the idea of them being tradable if its a free-for-all like it is with existing loot drops.
as for mini games: i want my holo-chess set! (sorry that is irrelevant here, but I had to say it.)
Message Edited by Malitevv on 09-15-2004 02:46 PM
Straker_Atrella wrote:
Malitevv wrote:
Straker_Atrella wrote:
Each person can hold a maximum of 5 Crafting Insight Credits. They can also be "traded" to another player.
I'm ok with them being tradable if there is a tight cap on how many a player can own. I'm oppossed to the idea of them being tradable if its a free-for-all like it is with existing loot drops.
as for mini games: i want my holo-chess set! (sorry that is irrelevant here, but I had to say it.)
Message Edited by Malitevv on 09-15-2004 02:46 PM
Right, and that is why I put the cap at 5. Plus the mini-games will be a sink for all of these to fall into as well. You could lose them all.
Let's say that there are 10, some of them are liek the FS crafting quest, others are like your Holo Chess. The Holo Chess board could come up, and it would ask you what the best move would be. If you got it first try, you would get max bonus, 2nd medium bonus, 3rd move small bonus, 4th no bonus, 5th item is worse then normal.
That would just be 1/10 of the puzzles. Some people would LOVE that puzzle, others would fear it. Yet you never knew which one you would get.
When I say 10 puzzles, I mean 10 TYPES. Each type would have maybe 20 different puzzles inside it, for say 200 puzzles to start.
This would open up a whole new market for small crafters. They may not stock 300 droids, but they could be the Master of the Mini Game.
I think that another great addition to this would be the addition of the "re-crafting/disassmebly" suggestion that was mentioned in the other thread.
For clarification on the re-crafting idea, I was thinking of the one where you could take an already created item and then reassemble it with new parts so that it could be in better shape than it was before you crafted it. Possibly you could even swap out things like droid modules.
The interesting part to this gets when you mesh it with the Crafting Insight Credits(CICs). I was thinking that you could use the CICs either in the original combine of the item, or in a secondary re-assembly. However, there is a catch you have to limit the number of times you can use CICs on item, so I was thinking that you could do it like slicing. Basically each item has a flag on whether or not it has been "Customized by a Crafter". Maybe even listing the name of the crafter it was customized by (if the customizer so chooses).
Tarne_Monter wrote:
For clarification on the re-crafting idea, I was thinking of the one where you could take an already created item and then reassemble it with new parts so that it could be in better shape than it was before you crafted it. Possibly you could even swap out things like droid modules.