Shipwright Archive

Thread: Focus Thread: Loot Versus Craftables

deadOne
Tue Mar 08, 2005 9:21 am
#118

Here is the problem as I see it:


As a SW I can craft a component that is below par with a looted component of the same level. I can put in ONE upgrade that raises ONE attribute well above any looted/RE'd item. (except for occasional RARE drops)


As a pilot I can collect components that individually have one or two GOOD stats and combine them together so that ALL stats are far superior to a crafted item. (I will not use 'filler' parts in a RE, Every component has to have a contributing stat to the RE, this method has gotten me some pretty uber lvl 4-8 components.


If there is a fix, it can't be blanket 'nerf this tweak that'. There won't be a simple solution.


BUT my 2 cents idea:


Change craftable components to allow multiple upgrade parts BUT somehow force the SW to balance the upgrades. i.e each component draws so much weight/power/mass and that is capped per component, basically treat components as mini ships.


Then if a SW has a particularly lucky assembly ofa blaster subcomponent (we'll call it the beam emitter), and gets an exceptionally low power draw, he can put in a refire upgrade that draws more of the blaster's base power than would be possible otherwise.


This way you can have one or 2 Uber stats that outpace any RE component, but the rest remain fairly below par,


Or balance theupgrades and receive a component that is around par with RE components.




Taled Naftruh; Enor Naftruh: Happy customer from launch through CU. Sent back to dark age of camelot by the NGE.
amandastarcrest
Wed Mar 09, 2005 12:29 pm
#119






Golrok wrote:






experimentation.

So, for instance, I loot a broken level 5 shield. For the most part, it's nothing special, but being that I just happen to be a SW and am planning on building a shield, I'd like to use it to enhance my crafted item. Let's say I really get a kick out of the recharge rate. I use the proper tool (RE tool, or new one?) and extract that attribute from the shield. The looted shield is destroyed, and I have a new subcomponent to buff my soon-to-be crafted shields. After putting the item in with the other materials and commit to building it, there's a chance the item might not take too well, or might take very well to the shield I am crafting. Just to through out an arbitrary estimation, I'm thinking around +/- 5% change in the attribute lifted, based on my skill level vs. the junk's level of course. From here, the item is experimented on normally, named and built.





/thumbsup


A smuggler should be the one who removes, who slicesthe subcomponent out of thebroken loot. The shipwright should thenbe theone whoinstalls this "sliced-out"subcomp into one of his creations.


This would allow smugglers in on somelove, say a smuggler has no interest in space but would like to be involved in the shipwright industry. Itsgood when aMMOGs dynamics forces players to interact cooperatively,imo.


it justdoesn't make sense for them to be cut out from making ships killer since Han Solo made alot of "personal modifications", and I dont think Chewie washis shipwright.









I like both of these ideals! /deepbow


I like the ideal of other professions getting in on the act/fun.




:** A'manda Starcrest **
*Starcrest Manufacturing*
WP -3950 4050 Theed Naboo


Golrok
Thu Mar 31, 2005 11:33 am
#120


There was an interview back in July with Haden Blackman and he clearly stated that smugs would be involved with SW's slicing wise, but they stealth edited that statement from the link. Their excuse was something like it would create an unbalance, how wouldrandomslicing of craftedY/P/R's create unbalanced? I hated surrendering mastersmuggler but it was going no where at the time. I thought how coolthat'll be, both master shipwright/master smug- the utimate shipper. But nah.. Smug had to go, as it wasn't going to benefit building ships. I suspect it was removed because its been rumoredthat coding slicing is kinda a headache, and "it will unbalance SW" was just an excuse.


They say you get all the "best" stats from RE'd cannons, but I have yet to see an RE"d cannon blast faster than what I can craft- .27 speed. I might be able to get faster blasterusing "pure gold" resources.


Not too many RE'd engines that beat crafted top speed. A smart pilot owns both a crafted and RE'd engine and decides whats appropriate for the mission ahead. Do you really need ahigh YPR/lower top speedto make strafing runs on gunboats? And why riskunnesesary decay on uber RE'd engines?


There will alwaysbe thosepilots who say "OH no way am I going to fork over creds for crafted, I'm all looter" but then they'll be in the pilot forum the mostasking what their doing wrong.


Your looted 12k gen/1k massreactor is real cute and all, until its the first thing that gets shot out with its tin foil shell of80 AP's/ 50 HP's.

CommTampers
Fri Apr 01, 2005 6:21 pm
#121

The devs still haven't gotten the point.............BUMP



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
Sar-larid
Fri Apr 01, 2005 6:41 pm
#122

"The devs still haven't gotten the point.............BUMP"


The thread is stickied. You'll never bump it over itself.



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
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