Shipwright Archive

Thread: Poll Discussion/Information

DarkRenown
Tue Nov 09, 2004 4:38 am
#14






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






Oh, a discussion on my responses.


Factories
I said No, and I stand by that. Although I would mitigate it with the ability to Factory make some things like Component Analysis Tools/Repair Kits/Paint Kits/Texture Kits as these are dull to make, and can be sold on mass.
The main reason I said no, was because I enjoy the hand crafting aspect of SW, and making each component the best it can be. Also from a competition point of view. This way a lone SW can craft components as good as those with access to multiple lots/accounts who can harvest masses of resources. It means to be a SW you have to play a SW, and not just keep loading up factories.


Trainers
I said No, as they are in all Starports, and readily accessible. Being able to place them in Player Cities would encourage the 'grind' and make players less interactive with their craft. Having to go to a Starport to trrain lets me see players their, and I can use that time to interact with them and assess the market. PLus, it's not a massive journey.


Converting SW XP
Why should SW be any different to other crafting professions? We may well have pure SW's, with no other crafting skills, they should not be penalised for doing so.


Mark V Mass too high
Can't really comment as this is more of a Pilot question, although I think across the board mass should be looked at, to make the choosing of components more important. At the moment, with a good reactor, I very rarely get anyway near my Mass limit.


PC Starship Terminal
Agree with the Terminal, not the Starport. This is from a Star Wars perspective. If I have my SW set up shop in his home town, and sell items their, players should be able to tweak their ships on site, and see what effect the components/chassis are making.
No to the Starport as I think this would imbalance the game and GCW towards the very big guilds, and putting smaller/newer guilds at a big disadvantage.


More Experiment Returns
At the moment for chassis in particluar, the experimentation doesn't make any great difference. So even with great resources, and maximum experimentation, the chassis is not that different to good resources and no experimentation. Meaning the distinction between Master SW and a Novice SW is in the products and not the quality.
Master SW shoudl be able to produce better quality.



Again, just my thoughts.




Drawde Kraken
Smuggler<

Red-Dwarf
Tue Nov 09, 2004 12:25 pm
#15

I split my vote on experimentation and this is why:


Chassis have been, in my humble opinion, fairly well balanced. Most importantly at the heavier ships a Master has a greater absolute effect than a Novice, however on each ship the range is 5% of the mass. This means that for those who really need an extra 50 mass to fit in their gun they can find a master, however it leaves the lower end market open to Novices.


Components however are basically a non-market for novices due to the imbalance of loot compared to crafted components. (Which interestingly isn't on the list of issues?)


Since novices can't compete anyway, and even if they could I suspect most would prefer to focus on chassis to get the boxes filled quicker, then the Masters can have a bigger variation in their quality. This could be used to re-balance the crafted v looted ratio and would help Masters to be able to distinguish themselves, some would collect resources specifically to make fast engines, while others focus on shields etc... So far we don't have sub-component loot but I'd hope to see at some point that we can get new sub-components which will be to us what Krayt can be to WS's, then the high end crafters can create a few uber components (Nota high priority but I'd like to see it)


Oh, and on the point of democracy, if there is an issue that has us split down the middle it's probably worth keeping it on the list, but use the poll to discard those issues that are only deemed minor or back-burner issues. We can't hold a perfect poll here due, as noted, to alts and non-shipwrights rigging the vote.


Final point, thanks for the threads and keep up the good work, Styx.




The Shiro Clan of TC -
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NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
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Sevarhin
Tue Nov 09, 2004 12:46 pm
#16

As a counterpoint to the suggestion that even if a measure loses a majority vote it should be put forward for consideration, I suggest that if a proposal would introduce a significant and controversial *change* to the existing system, it should require more than a simple majority - more like a 2/3. People who chose this profession based on its merits deserve not to be screwed with on the whim of others who perhaps shouldn't have chosen the profession to begin with, if they're so unhappy about what was designed as and has always been a key differentiating aspect of it.

EDIT: by the way, folks... we already have considerable factory support. I keep seeing posts suggesting certain items gain factory support that already have factory support... it's not nearly as limited as some people seem to believe it is. We can already produce subcomponents (powerups, limiters, etc) and consumables (missiles, chaff, repair kits, paint kits, analysis tools) in equipment factories. If you can't get it to work, redeed and re-plant the factory. This profession isn't remotely as automation-deprived as some people make on... take advantage of what's already there.

Message Edited by Sevarhin on 11-09-2004 11:52 AM




Tranquility Shipyards
Vendor wp: -3291 5615 (Tranquility, Naboo)
Founder of Tranquility, Ahazi's first Player City

Rihtan
Thu Nov 11, 2004 2:31 pm
#17

Just another DE sticking in his two cents.

On the Flight computer/Droid Interface debate I'd have to say I like things the way they are.

Flight computers are a box with a droid brain inside. It fits well with the whole DEs are kings of the computer brain idea.

Droid interfaces, I can see why some think that they might be moved to DE. The Droid thing in the title for one. But as they are only used on ships, I think they are in the right spot. If you could use them in vehicles, houses and other places I'd argue.

If you really need to move one put the Droid interface in artisan under Engineering IV.

BTW - Thanks. I haven't heard the refrain of "DE's need lovin too" for a while. I appreciate the sentiment. Please dont do it again. Makes me feel like a whipped puppy. (I may be one but please dont remind me.)
Corrupt3d
Sun Nov 14, 2004 8:55 pm
#18

I frankly believe the flight computer to shipwright idea is bogus, and should not even be considered. Before JtL, DEs had very few sources of income, you didnt NEED droids to succeed; now that DEs have Flight Computers and Astromech Flight Droids, the profession is a bit more ''balanced''



________________________________________________________________
Yoszi Sha-was | Master Bounty Hunter - Master Carbineer
Rayzi Sha-was | Master Weaponsmith - Master Artisan - Master Merchant
Proud member of NRO - what happened when SPECTR and ViBM's child merged with NRO
Darthelad
Mon Dec 27, 2004 4:18 am
#19

I dont understand why SWXP cant convert to Force XP.

It's just like any other ground Crafting Professions in the Game.

The conversion chould be high but 75:1 is rediculous.

If you're doing it just for that go Architect.
Gen00b
Mon Dec 27, 2004 5:00 am
#20

Converting Shipwright xp to Force Sensitive xp is very important to me.

I would really like to become a jedi, but it's impossible without surrendering a few skills.
I have Master Artisan, Master Merchant, Master Shipwright and a little bit of brawler.
Currently I'm running a business with my friends, making it impossible for me to surrender any of those skills.

Even if I COULD I wouldn't surrender Shipwright, just because it's such an expensive profession to grind.

It's just unfair, because we are just like any other crafting profession.
Skillpoints are required. Artisan 4/0/0/0 is required. Lots of resources and credits are spend just to run a good shipwright business. Yet, we cannot convert our xp.
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