Shipwright Archive
Thread: whose bright idea........
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IIscandar
Mon Jun 13, 2005 7:08 am
#14
I see your point about the repair kits. It does make more sense that a shipwright would know more and therefore be able to repair more than a master artisan.
I do think it is a nice reward for keeping master artisan in your template. Just like the Master Entertainer gets a song and instrument that a master musician alone cannot play. Just like certain combat professions get defense boosts that encourage the combination of fighting styles. There are many ways that novice professions really boost your elite profession.
I would like to also venture a theory. The shipwright makes all the tools right, the specific repair tools. What if some company took all those tools, figured out how they worked using some "reverse engineering" (the real kind of course hehe) and managed to create a tool that did all of those things. They would not have to know anything about repair ships. Only how to combine and duplicate the tool that already exsists.
I would still like to be able to craft these, but I find I save a lot of time by purchasing them from artisans and reselling on my vendor. So looking at it from a cooperative economic standpoint, I really do have enough to craft already without going crazy. Glad someone else can step in and lend a hand.
HuntingOhioan
Wed Jun 15, 2005 7:15 am
#18
As a master pilot I never buy or make (other toon is MSW,) Seperate kits. When I'm on my POB and the Klaxons are blaring, i found it more advantagous to have the all purpous kits on me. This is mainly do to the fact my inventory is PACKED with crap. Last thing I need is 4 or 5 kits on me when One will do. This is also helpfull on POB ships because I'm not the only one on board. If someone is busy or god forbid incapped becuase of the plasma leaks, I can have anyone run and fix the remaining problems. Its easier to give out one pack each to everyone instead of 4 or 5 to each person.
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