Shipwright Archive

Thread: so you want factories?

hamhamthe3rd
Thu Oct 28, 2004 2:47 am
#1

have any of you shipwrights taken time away from your grinding and whatever else you are doing to test out factories? thats probably not many of you but the way factories work now is based on per experiment you run. each experiment increases the complexity directly affecting the factory time. sadly the best way to experiment is point-by-point. i dont know how high the complexity gets for all of the shipwrights drafts but it seems to me that if you just used 10 tools to craft whatever you need youcould be happy. you could spit out parts more frequently thanseveral factories running. the problem isthe inventory space i know. but if you did have factories iguarantee you would need more thanone, no longera convenience to have several but a necessity andfactories take lots. less lotsto ownharvesters,merchant tents,storage, shop, or specific spacecraft thatrequire a lot.


i think thats why they dropped the architect structure factory downa lotbecause they know he NEEDS two of them now to do the work he did with one.
vorgon
Thu Oct 28, 2004 5:17 am
#2

You can't craft as fast as a factory. You get tell's, questions, wrist hurts, plenty of more distractions. Even if you have modal chat disabled where you can hit enter through the crafting process, you will not use more then 3 or maybe if you are quick 4 tools at once, by the time you finish experimenting to the time that you are ready to open new tool the original tool is near half way done.



meh
GogoDodo
Thu Oct 28, 2004 6:24 am
#3

beyond that you can have several factories going at one time, so that and needing sleep at some time.


Would be nice if regular components could be made in the factory. They don't really seem worth all the time and effort given the small resource requirements.



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
zineotic
Thu Oct 28, 2004 7:13 am
#4

Not to meantion I'd like to actually get to be a pilot too and not a human JTL manual.



Genesis k Pixel
Rage Against The Empire


Slochini
Thu Oct 28, 2004 8:10 am
#5

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
GogoDodo
Thu Oct 28, 2004 8:17 am
#6






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



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
pervel
Thu Oct 28, 2004 8:46 am
#7


The need for factories has got nothing to do with crafting faster. It has to do with making identical components without the randomness of making prototypes. Here is my full argument copied from another post about this important subject:



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.


MachXXV
Thu Oct 28, 2004 11:21 am
#8

not having the factories does have its gameplay benefits. Say on day one player x got master shipwright - he then churns out massive amounts of high grade ships and components and advertises for low cost. He then has a chance to take a huge chunk out of the market. without factories, it gives other shipwrights a much better chance of making sales, since the market is not flooded with components, and there arent any massively stocked vendors for everyone to go to. from a SW perspective sure it can be aggravating, but i can see the gameplay benefits of it as well - this way even a novice shipwright can make good sales simply by being out and about. Starting crafters have long been plagued by the fact that dominant crafters can undercut their prices and outsell them in volume. So i guess my point is that its all not evil, and I believe there was some method to this madness.



MachXXV - Eclipse
Master Shipwright, Master Droid Engineer, Merchant
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