Shipwright Archive
Thread: so you want factories?
Slochini wrote:
Question: So its STRUCTURE factories for schem runs?? I thought it was equiptment factories. I tried this morning but no go in equitment. That sux...I put down 3 statics just for JTL now I find out its the wrong factory...lol /cry
no, you need to pull and re-place the factory. Its either a bug or a means to make people stop using shared lots
Crafting in SWG is designed around a degree of randomness. You make several attempts (aka. prototyping) at crafting an item until you get only "Great Succeses" during experimentation. This causes you to lose resources because your failed prototypes will generally be of no interest to customers due to their poor stats. This is why we can make schematics once we reach the required result. We can then put those schematics into factories to produce identical items without the risks of losing more resources. This is all well and balanced today. Experimentation, prototyping,lost resources, schematics, and factories all go hand in hand to make this balance.
Now SOE has suddenly chosen to remove an important part of this balance: schematics and factories. That means we are now left with experimentation, prototyping,and lost resources. Considering that shipwright is now the most resource intensive crafting profession, they have created a huge problem with the randomness in crafting. Every ship and ship component is now a prototype.
One of the practical implications of this are that ships will cost a lot more. Shipwrights need to take lost resources into account a lot more than other crafting professions. It also means that the customers will not know what they are buying in advance. If they are rich, they will agree to pay for all the lost resources until the shipwright finally produces a good prototype. If they are not rich, they will have to settle for poor prototypes that might not even fit into their ship because of too high mass or too high energy usage.
There is just no way I can see this design decision as being good for the game. Adding more randomness than needed into a highly complicated crafting profession is a bad thing. Bad for the shipwrights and bad for the customers.