Shipwright Archive
Thread: Suggestion to spice up Shipwright Crafting
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Supopo-Bitchi
Tue Dec 14, 2004 6:23 pm
#14
Jacquelyn wrote:Or what would be cool would be if we could take the best stat from several different components and put them together to make one really nice component.Wait, we can do that, it is called reverse engineering.Why do people insist on turning Shipwright into armorsmith and weaponsmith while trying to ruin the fun for all of their customers? Looting and selling it is fun. If you are tired of your profession and are happier with armorsmith/weaponsmith why dont you go do that instead?Have you flown at all? Pilot's whole viability and the primary fun of the game is in the looting system as it is. Looting is how most pilots make their living. How are they gonna pay for your stuff if you take away their loot? One in 60 of my looted components are worth keeping and usually I save that for a nice reverse engineering job.When starting out with a new ship or hitting a new level you almost always have to buy crafted items to start out since you do not have adequeate loot items for that level and it is normally easier to get better equipment off a vendor. As you are leveling you may pick up 1-2 components that are better than the craftable you had but you will likely repalce those again as you get to the next level. In the highest levels, very little high level loot can stand up to crafted quality.So why do you keep insisting on destroying the entire livelyhood of tens of thousands of pilots just so you can squeze a few thousand more credits into your already bulging bank accounts?
Jacquelyn,
I think you're missing the point; no one is suggesting nerfing the current loot system. Adding in Subcomponent drops to the mix is not going to destroy the Pilot's livelyhood or enjoyment. It will, in fact, enhance it. As it stands now, I've known pilots who mastered without buying a SINGLE crafted shipwright item, except chassis. They don't need/want missiles/countermeasures, and only had to visit a droid engineer for the chips and computers.
Pilots in generaI do not understand that they've had every advantage handed to them at every patch since JTL was released (loot buying chassis vendor, free upgradeable ships, etc). If this trend continues, the only function for Shipwrights will be for chassis-building, and the occasional RE. (Then the Devs might as well drop the SW prof altogether and give the Chassis building function to the Architects/Master Artisans). Off the subject; how many ground game drop loot weapons/armor are better than their crafted counterparts? Are we asking for Space loot to follow the same ratio? NO.
My personal feelings is that Solo-Grouping was nerfed specifically to push players into buying the JTL expansion to earn Credits. As a pilot, I can loot 50 or so components next to the space station in Tat in about 30 minutes; that's an average haul of 60k-80k credits. I'm a Master SW, and the only crafted items I have are armor and shields; everything else is looted. Why? Because loot is just better than anything that can be crafted with the best resources.
According to the Devs, SW is a "customer customization" crafting class. There's not much "customization" when all top-crafted components are almost identical, and our competition is a Random Number Generator. How nice it would be if that RNG helped us all.
Colina
Diorchas
Wed Dec 15, 2004 10:43 am
#15
I've been suggesting the following for a couple weeks now.
You don't need looted subcomponents, you just need to give Shipwrights the choice to create a limited run schematic instead of a prototype when they RE. The pilots and loot hounds lose nothing from this... in fact, I suspect the market for their loot would grow even MORE. The Shipwrights would benefit because all the time they spend gathering items for RE would be worth it.
Everyone's happy. I just makes more sense than turning JtL into the ground game in space.
Supopo-Bitchi
Wed Dec 15, 2004 11:34 am
#16
Diorchas wrote:I've been suggesting the following for a couple weeks now.You don't need looted subcomponents, you just need to give Shipwrights the choice to create a limited run schematic instead of a prototype when they RE. The pilots and loot hounds lose nothing from this... in fact, I suspect the market for their loot would grow even MORE. The Shipwrights would benefit because all the time they spend gathering items for RE would be worth it.Everyone's happy. I just makes more sense than turning JtL into the ground game in space.
The Limited run schematic is a good idea. I'd like to see that option as well; however, I was looking at it from a Dev perspective, in that creating a class of subcomponent space loot would be very easy to implement quickly. The RE "limited-run" schematic would take a bit more effort on the programming side.
With the current setup of actually getting useable spaceloot and an unending source of permacash for the unwanted loot, I don't think the Space game will ever resemble the ground game, even with looted subcomponents.
Right now, Space is a just plain ole' Monty Haul dungeon from the D&D days...(albeit with cool graphics and real-time twitch skills required)
rexan
Wed Dec 15, 2004 4:12 pm
#17
GadonThek wrote:
As long as it doesnt involve nerfing the current loot system, Im all for it.
I'd have to agree with this. Dont nerf the current system. The current REing seems to be working well.
Also, I would hate to see camped sites.
MonsofoLexius
Wed Dec 15, 2004 5:16 pm
#18
rexan wrote:
GadonThek wrote:
As long as it doesnt involve nerfing the current loot system, Im all for it.
I'd have to agree with this. Dont nerf the current system. The current REing seems to be working well.
Also, I would hate to see camped sites.
I agree, but if something does not change you will be left with very very few MSW and have to pay millions of CR for any chassis abovethe starter ship
So I think adding some more acuall crafting and fun to shipwright is in everyones best interest 
Bastilaa
Wed Dec 15, 2004 5:21 pm
#19
You could also have the enhancers drop as limited use schematics from RE'd parts. Say it has 10 uses which have to be hand crafted, means we might actually see more loot coming back to shipwrights to be RE'd, and uses an in game mechanic that exists.
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