Entertainer Archive

Thread: If I want to make instruments what exact skills do I need

Buli76
Sun Jul 13, 2003 10:23 am
#1

what profession, droid etc.
Sehisso
Sun Jul 13, 2003 10:31 am
#2

Musicians of sufficient skill should be able to make their own instruments with a general crafting tool. The hard part is for non-artisans to get the wood and metal required. You can take up surveying, buy resources at the bazzar, or beg/borrow what you need.


I'm also an artisan, so I could be wrong. Perhaps I can make instruments because of my artisan skills, but I think musician should be enough to make instruments.


Sehisso Okeci


Intrepid Theed




Sehisso Okeci

It's such a fine line, between stupid and clever. -Nigel Tufnel, This is Spinal Tap
sciguyCO
Mon Jul 14, 2003 10:35 am
#3

You receive the schematics to craft instruments in the Musicianship branch of Entertainer and Music Tech of Musician. As an added bonus, creating an instrument gives you 100-120 musical experience. It won't help much for higher levels (I'mgetting 50-60 per tick in a large group), but for the first few levels of Musicianship it's definitely helpful. Anything to get away from SW1! =)


As an addition to what Sehisso said, for instruments higher than Fanfarr, you'll need a specialized crafting tool: the "Droid, weapon, General item" one. If you have skills in Artisan, you get more experimentation points, but I have yet to determine whether or not putting points in Quality makes any difference either in the xp the musician receives or the heal rate of the audience. To my mind, I think there should definitely bea difference, since in RL you can tell the difference in sound between an off-the-shelf student violin and a Stradivarius . And putting points into Decay Resistence is pointless, since the instruments don't decay.


If I could make some changes to the instrument crafting (since I'm enjoying RPing an "Instrumenteer"), I'd love these additions:


1: Make instrument quality affect healing rate, and musician xp (to give the musicians an incentive to use them). Maybe just a point or two per 5-10% quality increase, but when you're going for Music Tech IV, that would definitely be appreciated.


2: Make instrument "Power Ups", similar to the ones that weapons have. Things like clip-on microphones, higher quality reeds, mutes, valve oil, etcwould all make sense in-game. Give them a limited use lifetime (maybeone or two hundredflourishes), but for that time they givesome %increase to Wound heal, BF heal, or reduce action points required for flourishes. Since these would be easy to "grind", the xp reward would have to be looked at, I'd suggest a small amount of music xp for crafting, and general crafting xp for UXP.


3: Have a "Song Composition" crafting tool, only usable once you hit Novice Musician. I'd love to be able to craft song schematics to share with friends. Something along the lines of /band, but each musician can just "use" the sheet music to kick off the song, and everyone gets the xp. With higher levels of Knowlege/Tech, you can make longer songs, and add orchestration (specify which instruments do which flourishes), and maybe lyrics to be sung. And I see no reason why the UseXP for these shouldn't go to music, since if you compose a popular song, you're turning into Mozart (or maybe just Jewel...)


Umm, sorry about the hijack. Just realized that I went off on my usual "these additions would make entertainer kick a$$" rant. The only skills you need right now to craft instruments are the music ones. If you can't buy the resources you need, one or two ranks in Survey would be useful.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
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