Shipwright Archive
Thread: Have you seen Bliars latest post?
Message Edited by IIscandar on 03-31-2005 05:51 PM
Greetings...
Welcome to Blair's Blog on Combat Upgrade (CU). Every few days I'll give you a unique insight into what's happening with CU, what the next step is, and respond to some of your questions.
A note:
Nothing here is set in stone. There will be changes based on design philosophy, playtest experience, and your feedback.First, we posted the first of the combat upgrade documentation last Friday, and the thread is over 180 pages last time I checked. That's a lot of feedback! Thank you! Thunderheart and Tiggs worked to compile the thread into the top points for me, and I'll be responding to it over the next few days. We're also working on releasing additional documentation so everyone has a better understanding of all the changes. Expect to see more shortly.
An answer to an important question:
What is going to happen to crafting professions that lose out in the CU?The answer is that we will balance things out. There is one profession that so far has remained untouched by all this, the Shipwright, in order to even out the crafting we will be doing the following.
- Crafting of spaceship weapons, missile launchers, missiles, countermeasure launchers and countermeasures will be moved to the Weaponsmith tree.
- The crafting of reactors, engines and boosters will be moved down to the Artisan tree and the engines will be used in a new vehicle, the APR-1 Pod Racer.
- Droid interfaces fit naturally in the Droid Engineer's profession.
- Armoursmiths will produce spaceship shields and armour.
- So that the the new crafters have a chance to build up their trade reverse engineering will be changed to use the worst statistics of each set of components, thus reducing the likelihood of RE'd components being better than manufactured ones.
- That will leave Shipwrights with their core profession of producing weapons capacitors and spaceship chassis.
It's the last statement here that is the problem. spaceship chassis will no longer suffer any damage since they use too many resources to make them and the planetary ecosystem is unable to support such high levels of resource extraction, so we will be introducing the following measures:
- Each person will only be able to own one ship in each tier and the ships may not be destroyed, redeeded or transferred.
- As a remuneration for being allowed fewer ships, each person will be awarded 3 new weapons capacitors at each level and these will have random statistics, but will be guaranteed to be better than crafted ones.
- To recompense the planets from which the resources have been extracted to build the ship chassis every Shipwright will be the subject of a special tax amounting to three times number of units of resources in credits.
- In response to Pilots concerns about the price of chassis an upper limit of 2cpu will be placed on the amount that can be charged for any chassis.
Before the Shipwrights start to protest we will be introducing 14 new ships. The disks to make the schematic for these ships will randomly spawn in the Death Watch Bunker, but in order to prevent them from being exploited by loot hunters they will only be allowed to be retrieved by Shipwrights and only dedicated crafters will be allowed to enter the DWB in the future. In keeping with our aims to promote group hunting the chance of looting a disk will increase from 25000:1 to 15000:1 if every member of the hunting group is a Master Shipwright.
Assembling a new ship schematic from disks will be made more fun, the Shipwright willl be required to perform a dangerous and complex task at each of the eight stages of the process. These tasks will be themed to keep them 'Starwarsy'.
Obviously this is going to to be a frail loop, so that's it for today. See you next time.
Bliar
Producer