Shipwright Archive
Thread: Shipwright Quest Focus Thread
Message Edited by IIscandar on 05-24-2005 01:29 AM
I would love a quest where you had to equip a NPC group with components. One guy needs a booser, etc. Each component would have to meet some requirements. Would also be usefull to give handy tips (you want your boosters to be fast and still last 10secs at least).
You would then go into space with the NPC group and do a mission (something nice, like taking out a big ship! I guess you could take into account the pilot alignment, or make a generic mission [target someone who wants to tax ships!]).
1. What's the motivation "fun" factor that would encourage a shipwright to take your quest?
Making good components and then going into space to do a mission with NPCs using your components.
2. What sort of role could NPC's (on ground or in space) provide?
The NPCs would be equipped by you and you would fly with them on the mission.
3. How could other professions take part in the quest?
DE's could provide droids? Or be able to bring some other pilots to fly with you?
4. How hard should the quest be to complete?
I guess depending on the Shipwright skill level you have. You would need to get good resources, etc. The space mission should be fun though.
1. What's the motivation "fun" factor that would encourage a shipwright to take your quest?
Something with a challange, not a combat challange like RIS and Mandilorian armor. To me, that is a total lack of fun for the crafter. I like to have a quest were you do make parts, like the RIS was for each new schematic earned. Not one with time sinks but a challange and not based on pure luck and praying to the gods.
I would think like a quest that required that you go search for the resources you needed, possibly pick up parts from npc's all over the galaxy. Possibly having to do a quest for them for the next part. Epic type questing that doesn't involve combat. Unless it is a little bit of space combat but not on the scale that you need a big group of ace pilots to get a single part that takes weeks to get one drop. That is not fun to me.
2. What sort ofrolecould NPC's (on ground or in space) provide?
Quest givers, componet givers, possible combatants but not high end.
3. How could other professions take part in the quest?
Sure, make other crafters and pilots able to be involved but not have combat as the main source of obtaining the parts you need. Again, not like RIS nor Madilorian armor quests.
4. How hard should the quest be to complete?
It should require some thinking and possible experimantain, but not hard in the fact you have to combat high end content.Crafters need to be challanged outside of combat. Hard in that aspect.
IIscandar wrote:
This is not something the Devs are working on right now as far as I know, but if someday in the future they did, I would like some input to give them now.
If you were in charge of creatingoneshipwright quest, what would you make?
Consider the following:
1. What's the motivation "fun" factor that would encourage a shipwright to take your quest?
The motivating factor--a prize--limited use schematics, an uber upgrade subcomponent, a skill tape, skill enhancing clothing.
2. What sort ofrolecould NPC's (on ground or in space) provide?
Well, they provide the quest--I see it working much like NPCs do nowin progressing through the pilot skill tree.
3. How could other professions take part in the quest?
Well, if the quest requires any kind of combat, a pure crafting type would needhelp. To be the best shipwright I can be (for my clientele), I also have master artisan and master droidengineer. This character has no combat skillsHowever, if the combat is space combat, that's a different story.
4. How hard should the quest be to complete?
Depends on what the motivating factor. If its a limited use schematic for a new ship, it shouldbe hard, whereas if its an uber subcomponent, it should be easy.
I fear two things when you start asking us things like this:
- Is the quest going to require ground combat? Many shipwrights are pure crafters. Let's be real--you need artsan for surveying and merchant, you need some merchant to run a decent business, and I personally like droid engineer as well so that I can provide my customers with a one stop shop.
- Is the difficulty going to be ridiculously stupid? I'm reminded of the Death Watch Bunker. Adding content of this nature to the game--good. Adding content of this nature to the game that is so hard that maybe 1 or 2 out of 250,000 players can do it--bad. This isn't fun--I play games to have fun (i.e., I already have a job).
Thanks!
When I get back Sunday, I'll start putting these together in one post and after a few more days of input, I'll submititto the devs.
Message Edited by Jagged-F3l on 05-01-200507:03 AM
Message Edited by Jagged-F3l on 05-01-2005 07:04 AM
- Is the quest going to require ground combat? Many shipwrights are pure crafters. Let's be real--you need artsan for surveying and merchant, you need some merchant to run a decent business, and I personally like droid engineer as well so that I can provide my customers with a one stop shop.
- Is the difficulty going to be ridiculously stupid? I'm reminded of the Death Watch Bunker. Adding content of this nature to the game--good. Adding content of this nature to the game that is so hard that maybe 1 or 2 out of 250,000 players can do it--bad. This isn't fun--I play games to have fun (i.e., I already have a job).
I have to agree with Jagged. I greatly fear any crafting quests added will end up requiring high end combat for everything. But then again, i stated that already in other words.
Look up Flatfingers, he has some really great ideas on making crafting a lot more fun and interactive.
IIscandar wrote:
This is not something the Devs are working on right now as far as I know, but if someday in the future they did, I would like some input to give them now.
If you were in charge of creatingoneshipwright quest, what would you make?
Consider the following:
1. What's the motivation "fun" factor that would encourage a shipwright to take your quest?
I think the "fun" for many shipwrights would be just having something to sell that few others do. The quest itself could involve a story that gives some background on the quest item, and have information in it you need to continue the quest. Some sort of dynamic information. This way you have to get involved, not run from npc to npc getting waypoints. I said dynamic information so you have to pay attention, not just look for a code on the forum =)
2. What sort ofrolecould NPC's (on ground or in space) provide?
They would provide the story that you follow to get the item. I hate the idea of requiring fighting, my SW is not a pilot, I just haven't had time to work her up to it yet, and I know many people get motion sickeness in space, i'd hate to gate these people.
3. How could other professions take part in the quest?
If there is combat, then pilots could provide support to the SW doing the quest. As I said before I hate to require combat for the quest, but space can be a dangerous place /wink
4. How hard should the quest be to complete?
I think it should be based on the item, a new ship quest should be much harder than a mark 1 weapon quest. I hate time sinks like the KSE disk chase, it is brainless and boring. A new ship schematic might take a 10-15 part quest, possibly even spanning multiple phases like the village has.
Thanks!
When I get back Sunday, I'll start putting these together in one post and after a few more days of input, I'll submititto the devs.
Arands wrote:
Dang, twice in one day. Jagged and I are on the same page. I really think the Master Shipwright has enough on their plate without having 'quests' at all. Taking the time needed to gather/shop resources, organizing resources for chassis versus component crafting, and of course as Jagged says, the mind-numbing process of RE'ing components, even when you're actively RE'ing to make outstanding new components ... is plenty. Especially since my MSW is an Alliance pilot who sees action at least twice a week in PvP.
However - if quests DO get implemented, I think the rewards should be useful, like 100k of a premier space (or normal) resource. Such a reward would come from a longer quest. I think someone mentioned one long enough that it was like the village. Same type of quest - CEC or Incom or Siener needs a new prototype ship, but they need help designing the right components. First mission, build a reactor that fits within a certain weight limit and produces X amount of power.
Next stage, build an engine capable of a top speed of 75 or a PYR of 60. (I say OR because I don't think it was possible to get both before the CU). When all basic components are built, they get a reward and maybe the blue print for a specific new chassis. So that ship type would only be available from a Master ShipWright that had completed this quest. The reward is important, because too many resources generate and quite honestly, since JTL came out, there have been very few quality resources. Usually associated with a low OQ / high Mall, or vice-versa.
Jagged-F3l wrote:
Arands wrote:
Dang, twice in one day. Jagged and I are on the same page. I really think the Master Shipwright has enough on their plate without having 'quests' at all. Taking the time needed to gather/shop resources, organizing resources for chassis versus component crafting, and of course as Jagged says, the mind-numbing process of RE'ing components, even when you're actively RE'ing to make outstanding new components ... is plenty. Especially since my MSW is an Alliance pilot who sees action at least twice a week in PvP.
However if quests DO get implemented, I think the rewards should be useful, like 100k of a premier space (or normal) resource. Such a reward would come from a longer quest. I think someone mentioned one long enough that it was like the village. Same type of quest CEC or Incom or Siener needs a new prototype ship, but they need help designing the right components. First mission, build a reactor that fits within a certain weight limit and produces X amount of power.
Next stage, build an engine capable of a top speed of 75 or a PYR of 60. (I say OR because I don't think it was possible to get both before the CU). When all basic components are built, they get a reward and maybe the blue print for a specific new chassis. So that ship type would only be available from a Master ShipWright that had completed this quest. The reward is important, because too many resources generate and quite honestly, since JTL came out, there have been very few quality resources. Usually associated with a low OQ high Mall, or viceversa.
In my experience, these quests typically turn out to be a boon-daggle. You kill yourself (sometimes literally) to obtain that "special thing" and it turns out to be crap. RIS armor provides a good case in point. Armorsmiths far and wide killed themselves to become certified to make RIS armor and to collect the rare resources required to make it. For what? The resists on this armor were garbage (and I can only imagine what the CU did to it besides make it decay fast).
To have a thing in this game for the sake of saying you have the thing? Is this a game or real life? I'll tell you where my fun factor is these days since the CU went live. Space, space, space. I make ships for myself, for friends, and for customers. I go into space and explore, mostly to find Rebels (no offense to Rebels) to destroy (in order to collect faction). Soon we will be able to mine asteroids, which is cool. The notion of mining asteroids to gather resources for elite components--brilliant idea. They should carry it into all the other crafting professions as well. If space resources become important, being a shipwright really might be the way to become rich, whether we want to be or not
Thanks for the input everyone. What I propose is this. I'll post a "the kind of quest players would like" post here. It will include the elements you all say you want. Then, I'll take your quest ideas and my own, and submit those along with the above post to the devs. I would hate to spoil the quests just yet in case they are added someday.
Feel free to keep telling me what kind of quests shipwrights should have and what type of roles you'd like to play in a quest.
Thanks again!
What's the motivation "fun" factor that would encourage a shipwright to take your quest?
As a “Shipwright” supposably does the profession because they enjoy some aspect of crafting, making “crafting” the central theme seems wise.
Fun factors could include:
Traveling the galaxy to collect plans, parts and minerals to make components needed for a larger project.
Entering a ship “graveyard” and rummaging through old wreckage looking for components while fighting off pirates and space looters.
Repairing a ships navigational computer to extract a waypoint in space where another part can be collected.
Building a special scout vessel (or special paint job of existing ship) to infiltrate space pirates or intercept a delivery to acquire a schematic or part.
Creation of illegally modified ship components (high radiation shields/engines, missiles with biological/radioactive components, stolen blueprints) that could attract the attention of authorities and/or pirates.
What sort ofrolecould NPC's (on ground or in space) provide?
-
Junk Vendors in spacerunning old ship graveyards -
Survivors of crashed space craft with information such as location of crash site and possible ship manifest -
NPC Pilots needing equipment crafted by Shipwrights -
Pirates needing “special” components for their ships
How could other professions take part in the quest?
-
Explorer Missions to explore ship crash sites on planets (waypoints to wreckage on the planet surface to retrieve ship components) -
Special ship equipment made for Smugglers needed to “smuggle” components out of an area -
“Special” crafted quest items might involve components from Armorsmiths, Weaponsmiths and/or Architects to complete
Here is a wild example of a multi-profession quest:
Barney the Hutt has requested a “special” party ship to be commissioned. Not only does the ship have resource requirements, but after the ship is completed he wants different areas inspected and “approved” by Masters in their field. The Kitchen by a Master Chief, the Stage by a Master Entertainer, etc. Once the Shipwright has invited three or four different type of processionals on-board, the quest can be completed.
How hard should the quest be to complete?
Depends on the reward (obviously). As a pure crafter, I don’t mind spending long periods of time completing a quest, as long as there is not a “short-cut” available to combat/crafters.
Message Edited by Seayte on 05-04-2005 02:13 PM
Seayte wrote:
What's the motivation "fun" factor that would encourage a shipwright to take your quest?
As a “Shipwright” supposably does the profession because they enjoy some aspect of crafting, making “crafting” the central theme seems wise.
Fun factors could include:
Traveling the galaxy to collect plans, parts and minerals to make components needed for a larger project.
Entering a ship “graveyard” and rummaging through old wreckage looking for components while fighting off pirates and space looters.
Repairing a ships navigational computer to extract a waypoint in space where another part can be collected.
Building a special scout vessel (or special paint job of existing ship) to infiltrate space pirates or intercept a delivery to acquire a schematic or part.
Creation of illegally modified ship components (high radiation shields/engines, missiles with biological/radioactive components, stolen blueprints) that could attract the attention of authorities and/or pirates.
What sort ofrolecould NPC's (on ground or in space) provide?
Junk Vendors in spacerunning old ship graveyards
Survivors of crashed space craft with information such as location of crash site and possible ship manifest
NPC Pilots needing equipment crafted by Shipwrights
Pirates needing “special” components for their ships
How could other professions take part in the quest?
Explorer Missions to explore ship crash sites on planets (waypoints to wreckage on the planet surface to retrieve ship components)
Special ship equipment made for Smugglers needed to “smuggle” components out of an area
“Special” crafted quest items might involve components from Armorsmiths, Weaponsmiths and/or Architects to complete
Here is a wild example of a multi-profession quest:
Barney the Hutt has requested a “special” party ship to be commissioned. Not only does the ship have resource requirements, but after the ship is completed he wants different areas inspected and “approved” by Masters in their field. The Kitchen by a Master Chief, the Stage by a Master Entertainer, etc. Once the Shipwright has invited three or four different type of processionals on-board, the quest can be completed.
How hard should the quest be to complete?
Depends on the reward (obviously). As a pure crafter, I don’t mind spending long periods of time completing a quest, as long as there is not a “short-cut” available to combat/crafters.
Message Edited by Seayte on 05-04-2005 02:13 PM
Brilliant.