Shipwright Archive

Thread: Discussion Drop Shipwright CAs in space

IIscandar
Tue Sep 20, 2005 5:43 am
#14

I have to say I can't see ca's dropping from re'ing for the very reasons Jagged has said. You think good re'able loot is being wasted now, when every shipwright is dying to re as much as possible, the thoughts of doing it the right way will be quite lost I would bet.

I can't see a reason shouldn't these should not drop in space though. It is combat as well as the ground. It takes an equal investment in time as ground combat. The only difference I see is the lack of skill point cost. If you can pry a CA off the dead body of an npc on the ground, might it not fly off the body of a pilot when his ship explodes along with the perfectly intact engine or other loot?
IIscandar
Tue Sep 20, 2005 7:31 am
#15


KaylBreinhar wrote:
Not to mention, with my previous idea, and the aforementioned one - we'd take the wasting of worthwhile parts to an epidemic level. SWs all over the game would be shoveling even Quantum Ion Drives into the fire for the chance to get potential SEAs.




What you said too! /agree

Message Edited by IIscandar on 09-20-2005 09:32 AM

Itet
Tue Sep 20, 2005 2:55 pm
#16

I'm game for Kill Freedom Station/Star Destroyer then hit Kessel with 1 in 100-250 drop rate off the Corvette/gunships there. Getting CA's that way doesn't sound so bad, and reasonable difficult. Basically the same as farming Krayt/DJM/DJK/NS Elders.....but in space. Get rid of the smuggler loot in space, just credits, parts to RE, and CA's.



Glawk (of Lok) Mon Cal Weaponsmith
Itet >
Master Merchant, Artisan, and...
Master Shipwright
Retired Ace of RSF, Inquisator, Black Epsilon, Storm, RSF, CorSec,
Smuggler's Alliance, Havok Squad, currently Vortex Squad 3322


KaylBreinhar
Tue Sep 20, 2005 4:11 pm
#17

Killing the ISD/Freedom Station is so blindingly easy (at least, when the FS is damageable) - plus it has the added nuisance of clearing the zone regardless of WHICH you destroy.



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
CommTampers
Tue Sep 20, 2005 8:34 pm
#18






KaylBreinhar wrote:
Killing the ISD/Freedom Station is so blindingly easy (at least, when the FS is damageable) - plus it has the added nuisance of clearing the zone regardless of WHICH you destroy.




Maybe the DS gunboats instead. If in deep space, then the PvP aspect of it can limit the flow of CAs into the market.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
KaylBreinhar
Tue Sep 20, 2005 8:39 pm
#19

DS gunboats are railrunners. Pack enough heat on a heavy fighter, you can take them out in 15-20 seconds.

About the most challenging post-Ace mission you can undertake are the T5 Kashyyykian Space duties, with T5 fighter wings and Novae or Gunboat bosses.

And they DO have AIs. The downside is that death means decay in K-Space, and even I can't hold my own against five T5 Ghrag gunboats that turn like A-Wings and have their speed as well.

Message Edited by KaylBreinhar on 09-20-2005 11:40 PM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
CommTampers
Wed Sep 21, 2005 12:24 am
#20






IIscandar wrote:




KaylBreinhar wrote:
Not to mention, with my previous idea, and the aforementioned one - we'd take the wasting of worthwhile parts to an epidemic level. SWs all over the game would be shoveling even Quantum Ion Drives into the fire for the chance to get potential SEAs.





What you said too! /agree

Message Edited by IIscandar on 09-20-2005 09:32 AM




Then let's think of other ways for them to drop. More ideas please.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
Itet
Wed Sep 21, 2005 5:19 am
#21

down side to that is some of us have bugged mission/quest from the Kashyyyk station and CSR tells us "tough, no patches yet". I was tier 4 RSF when I started mine, had engine and weapon overloads on, so I didn't want to land yet, went to Kessel, mastered RSF, landed, retired, started Inquis, went back to Kashyyyk, and am forever in "go talk to Eyma" <--> "go talk to Rian" loop. CSR tickets and /bug get nothing.



Glawk (of Lok) Mon Cal Weaponsmith
Itet >
Master Merchant, Artisan, and...
Master Shipwright
Retired Ace of RSF, Inquisator, Black Epsilon, Storm, RSF, CorSec,
Smuggler's Alliance, Havok Squad, currently Vortex Squad 3322


CityHall
Wed Sep 21, 2005 7:42 am
#22

I agree that CAs (of any kind) should drop in space... but be carefull if you make it so crafters can loot CAs where are ground pounders going to get there money?

This is a good idea but done poorly it could massivly unbalance the economy.



_____________________________

Lowca: Oiboim Wane

Play the game or don't it is what it is and will never be what it was for better or worse. I intend to play the game as long as it is fun, that does not make me a fan boy of brown noser. I know the game has it's flaws, but it serves no purpose to dwell in the past.
CommTampers
Wed Sep 21, 2005 9:38 am
#23






CityHall wrote:
I agree that CAs (of any kind) should drop in space... but be carefull if you make it so crafters can loot CAs where are ground pounders going to get there money?

This is a good idea but done poorly it could massivly unbalance the economy.




Be careful. The reaon I like JTL is because one's activities on ground are almost completely separated from space. When I was a dedicated crafter, I wasn't worth jack on ground, but I could work wonders in space. The CA system and the starmap quest really P/Od me due to their dropping on ground. Basically, I see it as the same reason that Jedi shouldn't get FS bonuses in space.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
Jagged-F3l
Wed Sep 21, 2005 9:47 am
#24






CommTampers wrote:





CityHall wrote:
I agree that CAs (of any kind) should drop in space... but be carefull if you make it so crafters can loot CAs where are ground pounders going to get there money?

This is a good idea but done poorly it could massivly unbalance the economy.




Be careful. The reaon I like JTL is because one's activities on ground are almost completely separated from space. When I was a dedicated crafter, I wasn't worth jack on ground, but I could work wonders in space. The CA system and the starmap quest really P/Od me due to their dropping on ground. Basically, I see it as the same reason that Jedi shouldn't get FS bonuses in space.






What are reasons for this? I would think that shipwrights everywhere would want the ground and space aspects of SWG to converge; that is, better integration between the ground and space aspects of the games. RotW represents an excellent case in point. After RotW went live, players that never thought of trying the space aspect of the game were becoming pilots, and hence purchasing ships and components. I saw sales go through the roof in an insanely short period. In fact, crafting kept me so busy after RotW went live, that it wasn't until about a month ago that I was able to go out to Kashyyyk with my alt.





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Jagged-F3l
Wed Sep 21, 2005 10:01 am
#25






CommTampers wrote:

Does it make sense that shipwright CAs drop from ground combat? Shipwright skills don't affect combat on ground. In my opinion, they should drop in space, maybe fromgunboats to keepthem a bit more difficult? I have been proven wrong in other matters, but at least we can have a fun discussion.






I don't believe that your argument holds water. There are plenty of SEAs that have little to nothing to do with ground combat. Besides, can you really draw a line to delineate SEAs in this manner. What about an SEA that increases medical experimentation? A pilot can be wounded in space, andcan take advantage of these SEAs byseeking out a doctor using meds crafted by a BE that used these SEAs. What about an SEA that increases structure assembly or experimentation? A shipwright can harvest more resources by purchasing harvesters with a higher BER crafted by an architect that used these SEAs.


Personally, I believe strongly that if SEAs are going to going to be made available as loot in space, then it should be the same SEAs that can be looted in the ground game.


I'm a strong adovocate of better integration of the ground and space games. BHs should be follow their marks into space and deal with them there as well as on the ground. Maybe shipwrights should be given a schematic for a component that could be equipped to a ship that would let BHs track their marks in space. Or maybe, it should be as simple as allowing Arakyd and/or Seeker droids into a cargo hold and allowing a BH to launch/release them from their ship. It would be interesting to allow Jedi to use a twitch-based system to help guide missiles to a target (Jedi used this technique in the NJO series--I believe they were referred to as "Shadow Bombs"). Architects and shipwrights could team up to craft space stations. Tailors should be given schematics for more pilot gear, such as helmets. DEs should be given modules that would allow certain droids to serve in the capacity of ship (POB-only) repair and fire control. I could on and on, but I am limited in time.





010101010101010101010101010101010101010101010101010101010101Jagged' Fel
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CommTampers
Wed Sep 21, 2005 10:31 am
#26






Jagged-F3l wrote:





CommTampers wrote:





CityHall wrote:
I agree that CAs (of any kind) should drop in space... but be carefull if you make it so crafters can loot CAs where are ground pounders going to get there money?

This is a good idea but done poorly it could massivly unbalance the economy.




Be careful. The reaon I like JTL is because one's activities on ground are almost completely separated from space. When I was a dedicated crafter, I wasn't worth jack on ground, but I could work wonders in space. The CA system and the starmap quest really P/Od me due to their dropping on ground. Basically, I see it as the same reason that Jedi shouldn't get FS bonuses in space.






What are reasons for this? I would think that shipwrights everywhere would want the ground and space aspects of SWG to converge; that is, better integration between the ground and space aspects of the games. RotW represents an excellent case in point. After RotW went live, players that never thought of trying the space aspect of the game were becoming pilots, and hence purchasing ships and components. I saw sales go through the roof in an insanely short period. In fact, crafting kept me so busy after RotW went live, that it wasn't until about a month ago that I was able to go out to Kashyyyk with my alt.








Good point; keep the ideas flowing.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
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