Shipwright Archive
Thread: Focus Thread: Loot Versus Craftables
The point of this summary is to show we aren't exactly in dire straights and any changes to the balance between looted and crafted need to be very carefully considered. The plethora of loot gives pilots cash to buy our stuff, and the chance for a really nice item gives them the incentive to keep flying. I do think we could use some more help, but a real possibility for useful loot gives JTL a lot of staying power, something we shouldn't be eager to screw with.
BioBlender wrote:
I dont know I think that it is prety close to being perfect. I like that there is a chance that Looted parts will be better then SW crafted items. Thay dont last forever so let people brag that thay have this or that.
Message Edited by Graxul on 12-13-2004 02:42 AM
Message Edited by Graxul on 12-13-2004 02:45 AM
ikolian wrote:
Gah, quite whining. From what I've seen so far, (As a pilot and a SW) crafted is better than the average looted, and RE'd is better than crafted in pretty much all cases except the capacitors and that one 92.x speed reward engine. This seems fair to me; you can't get away with just straight loot, so you buy crafted, and if you're willing to put the time in (or fork out the dough) you can get stuff even better in the form of RE, which shipwrights do for minimal cost and by running a RE selling business you could make some decent profit.
Just my 2 cents.
Shipwright is a crafting profession. There is no point in this profession if the main goal is to RE loot and sell it.
styx66 wrote:
So I can have a single thread to point our devs at, lets get a single comprehensive thread on your thoughts and examples of how (and which) looted items are better than crafted.
Message Edited by styx66 on 11-22-2004 10:07 PM
I'm a master shipwright and a pilot. And I like the idea of looted items being better than what a shipwright can produce, to a degree. However, right now, some of the looted items are FAR superior to what shipwrights can produce. I think we just need to tweek some of the SW components to get everythign in track.
1. Engines,I think we should combine the Yaw/Pitch/Roll experimentation into one experimentation field. I believe this would put crafted engines in par with looted ones.
2. Capicators, this just seems to be completely broken how much better looted items can be.
3. Boosters also need some help as well.
Other than that, I think the loot system is pretty good. Shipwrights can make very specific weapons. But RE'd ones are going to have better all around characteristics. I think this is a good thing.
Message Edited by Graxul on 12-13-2004 05:59 PM
The capacitors are just ungodly compared to what I can make, and the engines out strip me also. Beyond that, the system is all right.
Pilot loots an item.
Pilot takes item to shipwright, who Reverse Engineers the item into a subcomponent comprised of stat bonuses.
Shipwright then crafts a new item, using the reverse engineered subcomponent in the crafting process.
Shipwright creates an enhanced part from the subcomponent and his crafting skills combined, much like a weaponsmith would.
There you have it. Short, simple, and sweet.
===Capacitors (low max charge/recharge values).
===Boosters (extremely low top speed/acceleration values).
===Droid Interfaces (all round).
===Engines (Only in regards to Yaw, Pitch, Roll values).
Mentioned parts that are fine as they are (as far as I'm concerned):
===Weapons: A low shields/armor effectiveness was mentioned, to this I say that's what subcomponents are for.
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People, let's just remember, that some loot SHOULD be better than craftable stuff. Please stop calling for the loot nerfs. I'm an Ace Pilot and a MSW; I get plenty of sales, and use primarily Reverse Engineered stuff. It's just like any loot: if you want the best, get a Krayt weapon.