Shipwright Archive
Thread: Poll Discussion/Information
This thread is to discuss why you voted which way for which issue, and why you feel others should as well, so that we all know both sides of each issue.
- Factories:
- 15 NO, 9 Yes
- ShipwrightTrainers:
- 15 YES, 5 No
- Convert to FSC XP:
- 17 YES, 7 No
- Mark V Mass too high:
- 16 YES, 4 No, 2 Undecided
- PC Starship Terminal:
- 11 NO, 10 Yes, 1 Undecided
- More Experiment Returns:
- 6 YES
Message Edited by styx66 on 11-08-2004 06:23 AM
Many of the questions of this poll do not only affect shipwrights but also pilot balance.
Allowing experimentation and/or resources to have a higher impact on ship quality is good for us shipwrights.
But it also means, that there are larger difference in player ship capabilities. In the twitch based pilot system this can lead to unfair situations. While I like it, that not all ships are created equal, it still should be possible, that a good pilot with a weak ship is a match for a weak pilot with a good ship. If the differences between ships are too big, this will not be the case any more. Which I would hate.
Furthermore, the best ships would be very expensive, which means, taht rich players would even more dominate the skys.
One thing I like about SW is, that a novice shipwright can compete with a master shipwright. This is due to the fact, that the experimentation, the master shipwright can do with the novice chassis and components does not have a big impact. This I like. But this impact could be increased for the more advanced ships and components.
Regards
Niacia
pervel wrote:Styx, I am a little concerned about your plan to just use simple majority in your poll. While this may be a good thing when deciding TOP 5 issues, I do think you need to also look at the issues that clearly have been discussed vividly on the boards even if they don't get a simple majority in your poll. It seems to me that all of the issues in your poll should be brought to the developers attention accompanied with a summary of the arguments made both for and against them.Now some will just say that I am worried that my issues don't get a majority. But I think we all need to consider that if there is a large minority of shipwrights that are not satisfied with some issues, it is not good for the game. Polls are not always as democratic as they might seem and simple majority against an issue does not always make an issue go away.
heh, democracy sux, eh Pervel? Factories going down to defeat? Although, in a round about way, you do have a point. If all those powergamers with multiple accounts log them in just to vote, it could be nasty.
As for the Droid Engineering issue, I'd say keep that the same. This gives the DEs much needed business, while at the same time not introducing yet another product for SW to produce. If you move droid interfaces to DE, that just complicates things. Who then gets to RE droid interfaces? DEs or SWs? I think it's fine the way it is.
The starship terminal in players cities is one I don't support either. We already have so few reasons for people to visit NPC cities, this helps revitalize them. I would however support a smuggler ability to allow 'illegal' landing and take off from planets. I think this would be great way to tie at least one more profession from the ground into space.
Resources quality effects on end product are fine for chassis in my opinion. These items take massive quantities of resources. If you create more dependency on resource quality for chassis, prices for the chassis will go through the already skyrocketing roof. Now for components, there could be more benefit associated with HQ resources as that profit margin is far more dynamic.
Message Edited by CerionSkydreamer on 11-08-2004 05:33 PM
Message Edited by CerionSkydreamer on 11-08-2004 05:35 PM
Message Edited by CerionSkydreamer on 11-08-2004 05:36 PM
styx66 wrote:
Just for a quick impression on where we stand, from my earlier issues post, the results from agree/disagree there:
- Factories:
- 15 NO, 9 Yes
- ShipwrightTrainers:
- 15 YES, 5 No
- Convert to FSC XP:
- 17 YES, 7 No
- Mark V Mass too high:
- 16 YES, 4 No, 2 Undecided
- PC Starship Terminal:
- 11 NO, 10 Yes, 1 Undecided
- More Experiment Returns:
- 6 YES
Message Edited by styx66 on 11-08-2004 06:23 AM
I am glad factories were not put in from the beginning... outwise the more esatblished players would have a huge advantage and easily corner the market... I would like to see factories come into play ina few months... once everything has kinda settled down some and there is a more diverse Shipwright community
As far as Player City Shipwright trainers... I see no reason why there wouldn't be NPC trainers in Player Cities... this made no sence to me at all
Af far as Shipwright xp converting to FS xp, I'd love to see this expecially since crafters already get the shaft in this race. However I fear that Shipwrights will end up in the same situation as Architects as far as the conversion ration goes. Expecially with the xp cap at 300k
The mass on Lvl 5 components is way to high, with little chance to reduce the weight through expermintation.. Either drop the overall weight, increase the weight allowances for higher level ships, or give us a chance to greatly reducing the mass on all items through expermintation
As Far as PC starship terminals and Player City Starship port. I love it... I understand that there's alot of codeing issues, but I think we should be given the option to land near their home. I mean why wouldn't we realisticly, starhips landed all over the place, not just in the books, but in the movies.... Look in episode 1, The royal cruiser landed outside Mos Espa, no starport.
ravingbantha wrote:
I am glad factories were not put in from the beginning... outwise the more esatblished players would have a huge advantage and easily corner the market... I would like to see factories come into play ina few months... once everything has kinda settled down some and there is a more diverse Shipwright community
I am SOOOOO SICK of hearing this whine. My god people, get over it. There is no logical reason why shipwright is the single crafting profession that doesn't enjoy what every other crafting profession enjoys. This arguement, about established players cornering a market is so intellectually challanged that it barely requires a response. And yet, here we are having to argue this out. Armorsmiths. Weaponsmiths. Architects. What do they all have in common with the shipwrights? Well, being another crafting profession, players with more resources obviously have an advantage over others, but they, like any other single shipwright, can not corner their own markets! Its impossible to corner a market in this game, because you can not control the raw resources. You, like everyone else are free to mine as much as you need/want. If you don't do that, then it's your problem, and not the rest of this communities.
There are well established weaponsmiths and armorsmiths and architects on every server, and yet you see people starting off in those professions on every server, every day. Starting in ANY profession is going to be hard, and yet with perseverence, you can make a great business. Same rule applies to shipwright.
Lets cut out the emotional psycho babble, and talk facts. Logic would dictate that if your arguement were true, that it would hold true with other similiar professions. Architect would be the closest to our profession, and yet they thrive, with as much competition as we see, and with factory support that we don't even have. What your arguement amounts to is a selfish desire to have the developers artificially level a playing field that you couldn't be bothered to compete in. And in the end your desire hurts customers, who can't find parts and who complain bitterly about it daily.
- I would like to see Flight Computers moved to Shipwright.
A Flight Computer is the Brain of an Astromech Droid (R-Series) without the body and belongs in the DE Branch as that is what DEs Make. Look at the Descriptions of the "droid Brains" and "avd Droid Brains" espeacally in the R-Series Componant requirement and you see that they are for AstroNavigation. Like the Flight Comps. Now if you want to move them then you would also have to Move the Astromech Droids as They are the Rebel Flight Comps.
- OR
- I would like to see Droid Interfaces moved to Droid Engineer.
The Droid Interface is just thatit is the the Bracket that you Stick the Droid/Flight Comp into to alow the Droid its Input/Output interfacing with the ship without wich the droid is just a Passanger. Much like a Turret without a Gun. the person riding it it will just have a Nice View and that is it. As you make the Guns For the ship you should make the other Interfaces too.
No democracy is fine but not always as simple as making a poll. If it turns out that there is only a very little minority in favor of factories, I will fully concede and probably leave the profession (and most likely the game too at some point). However, there are already many votes in favor of factories. So don't expect this issue to die out anytime soon.
CerionSkydreamer wrote:
heh, democracy sux, eh Pervel? Factories going down to defeat? Although, in a round about way, you do have a point. If all those powergamers with multiple accounts log them in just to vote, it could be nasty.
Message Edited by pervel on 11-09-2004 11:35 AM
Right democracy is a difficult thing sometimes. Due to people with multiple accounts. Due to people voting who might not be shipwrights /but maybe that is a good thing). And most of all due to people not logging onto the boards and playing the game instead.
What we should do, and where this poll will do lots of good is to define our issues. Not so much in a yes or no way but in the important/not important way. Factories seem to be such a thing, both sides do have strong opinions. I will focus on this for a moment.
After having defined those issues, our corespondend should start discussing things with the devs. Find out the reasons for their decission which we then should discuss. Also, the devs do have access to more information then a mere player. Things like, how many SWs are there, compared to how many WS or Tailors or Architects there are.
Maybe even things like how many of these people play for how many hours a week.
This would give a lot more input on issues like the factory issue. Everybody has his own experiences with this, and those can be vastly different. My starship venders have yet to be outsold. I am very comfortable with the situation as it is now, and I fear the situation would be much worse with factory support. I do not have access to vast amounts of resources, only 10 lots to use plus access to a few harvesters run by PA members.
Even if I had factory support I do not believe I could keep up with stocking my factory. Other people do have storage houses with millions of resources. Could I compete? I do not believe so. But, I cannot know this. This is just my impressions taken from my imidiate surroundings.
Yes, I believe factories are an important topic for shipwrights. And no, I do not belive, we are ready to just make factory or no factory a top 5 issue. Because people are to strongly opposed on this issue. So imho, what should be done is try to find a compromise, which works for all shipwrights. Maybe there can be one.
Similar things are true for many other issues. Force XP, mass (involving pilots, and pilot balancing), resource quality and experimentation return (again incvolving pilots and pilot balancing).
Then there are other issues where I am sure everyone can agree on. Things like fixing droid interfaces. Those are easy.
And there are a few things which might be missing in the poll. How about looted vs. crafted components? Is this important?
Regards
Niacia