Shipwright Archive

Thread: Why not let us RE our own components?

Theodis_Darkstar
Fri Dec 10, 2004 2:35 pm
#1

It would raise the cost of the high performance components, but it would also provide us a chance to craft legendary components that would be on par with Deep Space/Kessel drops. If that is too uber, why not include some type of rare schematic or named resource for each component to be able to attempt this.

I don't have to make the best, I just want a shot at making the best!



Theodis Darkstar, Master Shipwright
|| Apotheon Shipyards ||
Coronet (436,-5300)

bozotheclowno
Fri Dec 10, 2004 2:41 pm
#2

Because the devs hate us, and want to make sure that we see the parts that come from space and we'll never be able to match with crafted components.



bozothe clown/Obtinize Dull (SST)
SST Leader etc/Whatever I feel like.

Sirro StarScythe (SST) DJK
Eivag slayer. Come get some sweett!ts.
Iwami
Fri Dec 10, 2004 2:49 pm
#3

i dont know, but wouldnt being able to RE your own stuff kill the purpose of sub components, you could totally negate the penalties and get 2 benefits. just my 2 cents
Quandry
Fri Dec 10, 2004 3:07 pm
#4

How bout you can only use one componet form any shipwright in the RE. For example to re a lvl 9 reactor you made you would need 8 other reactors from 8 Diffrent shipwrights.

If you could just craft your own and re them than everyone would do this to everything all the time. Do you realy want to create that huge of a workload for yourself?

This way we could network together... I make some eng's up with ultra low mass. Friend makes them for low eng use. Another makes them for speed...etc. We swap crate for crate and were good to go.



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Theodis_Darkstar
Fri Dec 10, 2004 4:59 pm
#5

RE dropped components do exactly what you just mentioned. I would really like to know how it is even possible to combine a disruptor with an ion cannon - two completely different technologies - to end up with uber RE gear. Don't get me wrong, I game the system as it stands now and have some of the most elite RE components. I expect more from shipwright than this though, and would either like to see an RE nerf or an Shipwright upgrade.

C'mon, one star? I'd like to hear how everyone plans on fixing our profession. Oh wait, we don't think it's broken?!



Iwami wrote:
i dont know, but wouldnt being able to RE your own stuff kill the purpose of sub components, you could totally negate the penalties and get 2 benefits. just my 2 cents





Message Edited by Theodis_Darkstar on 12-10-2004 04:01 PM



Theodis Darkstar, Master Shipwright
|| Apotheon Shipyards ||
Coronet (436,-5300)

GadonThek
Fri Dec 10, 2004 7:30 pm
#6

Not all of us do, no. Some of us think that we need a couple of very minor tweaks, and that the current situation is almost ideal. Some of us think that people who cant accept any decision that isnt 100% in their favour should just go away before they destroy space loot entirely with their unfounded moans.
pgm2b2
Fri Dec 10, 2004 11:24 pm
#7

I think its a great idea REing your own kit.


Alternatively just get rid of REing altogether as it sucks



Farstar
Chewova, Master BH, Master Pistoleer, Alliance Ace Pilot*3
aka
Chyyk, Master Shipwright, Master AS, Master Pilot *3
Diorchas
Sat Dec 11, 2004 8:16 am
#8

REing your own creations is silly. The whole concept of reverse engineering is the process of taking something new, deconstructing it to find out how it works, and applying your new knowledge to create something better. You already KNOW how to create the thing you just created.... REing it isn't going to magically give you a deeper knowledge of it.


The solution is to give SWs the ability to craft items based on finished RE products. For instance, if I RE a Level 7 weapon I should be given the choice to create a schematic instead of a prototype item. That way I can take what I have "learned" from the RE process and put it into practice by making better components. Perhaps you cut the experimentation points to 5 or 7 to avoid really uber gear.


I think that would make a lot more sense than REing your own creations and it would keep loot important while not invalidating the entire SW profession.
Insidius
Sat Dec 11, 2004 11:12 am
#9



bozotheclowno wrote:
Because the devs hate us, and want to make sure that we see the parts that come from space and we'll never be able to match with crafted components.




Oh, come off it.

It's not nearly that bad.

I've yet to loot an engine with a higher top speed than what I can craft. Maybe it's just my limited experience (lol *rollseyes).
Diorchas
Sat Dec 11, 2004 11:39 am
#10

And do those crafted engines with higher top speed have comparable numbers in any other stat?


The point is that crafted items in many, many cases cannot compare with RE'ed items.
Theodis_Darkstar
Sat Dec 11, 2004 11:53 am
#11

Diorchas -


I was hoping for good dialogue here, and I found it. This is a great idea. Being able to create a schematic (even limited run!) from an reverse engineering experiment would be nice. The idea of RE your own parts is silly, yes, but I had to start the conversation somewhere




Diorchas wrote:
REing your own creations is silly. The whole concept of reverse engineering is the process of taking something new, deconstructing it to find out how it works, and applying your new knowledge to create something better. You already KNOW how to create the thing you just created.... REing it isn't going to magically give you a deeper knowledge of it.
The solution is to give SWs the ability to craft items based on finished RE products. For instance, if I RE a Level 7 weapon I should be given the choice to create a schematic instead of a prototype item. That way I can take what I have "learned" from the RE process and put it into practice by making better components. Perhaps you cut the experimentation points to 5 or 7 to avoid really uber gear.
I think that would make a lot more sense than REing your own creations and it would keep loot important while not invalidating the entire SW profession.






Theodis Darkstar, Master Shipwright
|| Apotheon Shipyards ||
Coronet (436,-5300)

Diorchas
Sat Dec 11, 2004 12:03 pm
#12

Theodis,


The more I think about the idea the more it just seems to make sense. I can't think of a single group of players that would object to it and I don't see how it could unbalance the game in any substantial way. Having spoken with a few others in other posts who have said the same thing as you have, I would agree that making such schematics a limited run is the best idea.
HardwiredXMan
Sat Dec 11, 2004 3:03 pm
#13






Theodis_Darkstar wrote:
RE dropped components do exactly what you just mentioned. I would really like to know how it is even possible to combine a disruptor with an ion cannon - two completely different technologies - to end up with uber RE gear. Don't get me wrong, I game the system as it stands now and have some of the most elite RE components. I expect more from shipwright than this though, and would either like to see an RE nerf or an Shipwright upgrade.

C'mon, one star? I'd like to hear how everyone plans on fixing our profession. Oh wait, we don't think it's broken?!






Iwami wrote:

i dont know, but wouldnt being able to RE your own stuff kill the purpose of sub components, you could totally negate the penalties and get 2 benefits. just my 2 cents











Message Edited by Theodis_Darkstar on 12-10-2004 04:01 PM






Well, it would be possible to RE 2 different types of weapons and make a new one based on the knowledge of both weapons.....but to make it look better, if you do use a ion cannon and a disrupter, RE them and then make a new weapon....you should be able to choose which kind of weapon the final product will be.....either a ion cannon or a disrupter.......at the very least if that's not feasible, then allow a modified weapon in which the discription says something like....it's a new weapon that combines the technology of an ion cannon and a disrupter, or a blaster and a ion cannon......it would make better sense. Just remember, RE'ing is not like you take all the parts of one item and combine it with all the parts of another item.....it's more like you take both items apart and say you take the technology from the disrupter that makes it powerful vs shields and take the technology that makes the ion cannon powerful vs armor and combine the new technologies.....thus making a brand new type of weapon that's more powerful vs both shiels and armor....not a new blaster but a new weapon that's much stronger than a blaster......the concept is already there, it's just the minor details that don't specifically say such a thing is happening.


As for RE'ing your own components.....well, I said the same thing too...but I had another idea. using the same concept of krayt tissues for weapons, but instead of looting the enhancement from a ship....you RE the looted components and get a choice when you RE it to either make a prototype or to extract only one peice of it's technology and that becomes an enhancement that you can put in your schematic....for example, it can be a replacement for the subcomponents that you would normally put in a weapon.....but instead of just boost the max damage while lowering the min damage (or vice versa), the special enhancement would be able to boost both the max and the min damage....then a drawback from making such an enhancement could be faster decay or lower hitpoints....maybe even a small increase to mass or shot per second (faster decay and increased shot per second are my votes).


With that you can actually make better crafted components than looted ones.....for one thing, this method would be more versatile and allow specialized components for specific situations....need that low mass weapon so you can put a high powered mass hogging engine in your ship to catch and stay with those tier 5's....but still have the power to take it down without chasing him for 5 days chipping away at him with a weapon that's too weak to get through his shields......then REing a component and extractinganenhancement would be your answer.....the extraction process would be completly random of course like slicing....got keep things under control.....don't want a million min - max damage enhancements out there like acklay bones.....it hurt the ground game...so randomness is probably better than having your choice of what to extract. Also, with the extraction process, you run the risk of breaking everything and get no extraction whatsoever (tried taking something apart that you didn't understand how to put back together.....yeah you broke it, now it's no good...)......does this make sense everyone?


I don't know, sounds good, could work....heck even a combination of Diorchas's idea and mine could work....or another modified version of them both (maybe the enhancement becomes a 3 ues schematic)...anything is better than crafting inferior components to looted ones....personally I'd rather see a tweak or two to bring SW components up to par with looted ones instead of just simply nerfing looted ones....but we all know the devs would rather take the shortcut and just nerf things....it's easier and probably less time consuming.

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