Shipwright Archive
Thread: Crafted Starship Availability
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rexan
Fri Oct 29, 2004 11:50 am
#1
I’m working on getting to master shipwright. But at the same time, I’m slowing down to supply my guild mates with ships so they can get into space.
I’ve some to a pretty interesting conclusion about the lack of factory support.
With a lack of factory support, there is a very limited amount of items that any one shipwright can produce. Being forced to Hand craft, I figure the average time for me to produce a single item is 2 mins. That’s 2 mins to:
1.Boot up the crafting tool
2.Select the schematic
3.Select and load resources
4.Fully experiment the item
5.Create the prototype (with around 60 seconds for the tool to spit out the product)
2.Select the schematic
3.Select and load resources
4.Fully experiment the item
5.Create the prototype (with around 60 seconds for the tool to spit out the product)
Considering each ship takes anywhere from 9-15 components. This means that at 2 mins per comp, I can only hope to produce 3 ships an hour. If I play for 4 hours a day, that means this shipwright can only supply 12 player ships a day. Also consider that each player is going to want a new ship for each tier of their pilot profession, it will be very hard for shipwrights to keep up with demand. And because of the laws of supply and demand, the costs are going to skyrocket.
Its not the greedy Shipwright. It’s the laws of supply and demand. Without factories, each shipwright will only be able to help 12 pilots per day. So don’t be surprised if you find empty vendors. Or if you find ships for outrageous prices. The economy till take time to adjust to this new market.
Corran950
Fri Oct 29, 2004 1:20 pm
#2
i think i heard that equipment factorys can be used to craft components but not chassis. this needs to be verified i am not a shipwright so i can't verify.
Malitevv
Fri Oct 29, 2004 1:24 pm
#4
factories can be used for the optional sub-components of the components, but not for the components themselves.
yes, they are creating a new economic model with the way this profession operates (I guess it is probably similar to tailor actually). it will be interesting to see if supply can keep up with demand in the long run.
Herbgod136
Fri Oct 29, 2004 1:26 pm
#5
rexan you said this far better than i ever could.
Thank you
Asreis Eclai
Pho-Tek Inc.
Tantiss, Naboo
Kauri Galaxy
DeathMvp2
Fri Oct 29, 2004 2:03 pm
#6
I heard a rumer that they are using this to test how it works. If this works good all the crafters will go to this type of crafting.
Trebs
Fri Oct 29, 2004 6:39 pm
#7
You can also do runs of analyser tools - planning on doing that tonight so I don't have to hand craft them. One caveat - if your equipment factory doesn't recognize that you have schematics, you need to re-deed the factory. Puzzled me for a while until I found the solution here on the forums. Re-deeded and works fine now (well - heh, I hope it does at least... started a run of missle packs before I went to bed).
Khristen
Fri Oct 29, 2004 10:14 pm
#8
While it's early to make a definitive choice on the matter, I'm actually pretty fond of the no-factory-run factor on most of shipwright. Simply because it prevents a "monopoly" on the market. I use that term figuratively, since it's not actually possible to do in this game.
Long-time players are still going to have a distinct advantage because they know what to look for and they're set up to get it. They've got the capitol to investin resources and harvesters and quite often a player base that recognizes their brand. At the same time, beginning players and casual gamers still have an opportunity to make a living in the business. Since chassis aren't extremely affected by resource quality (at least not to the degree as other crafted items can be, like harvesters) it's possible for the beginning shipwright to sell them before they're a master...in addition to the fact that the experimentation points are linked to how high you are in that particular tier. There aren't going to be a million identical chassis out there, so the supply isn't going to outstrip the demand. There will still be profit to be made.
Perhaps there is a balance to be had between factory runs and made-by-hand. Tools and components could be factory made, but in smaller runs maybe than 1k? Whatever the crate size is could be the factory limit. Shipwright doesn't have the sub-component issue that many of the other advanced crafting professions have, so it's not always a matter of convenience over marketablility. Things with no experimentation should be crate-able. I'm not sure there's a real reason to crate ship components like engines other than crafter convenience for selling. It may be better to leave those as unique items.
-Redux-
Fri Oct 29, 2004 10:51 pm
#9
I am a huge fan of the crafted by hand nature of starships. Along with the good points already made by Khristen, it also allows the pilot a great deal of customizability. They can come to the shipwright and make the ship exactly how they like. Maybe they want boosters with super fast acceleration while sacraficing duration, or maybe weapons that fire really fast while sacraficingdamage. People can get what they want for their piloting proclivities and also have the ship they want. It is obvious the devs wanted this level of personalization with the way the component system is set up right down to the number of paint and texture tools available.
It makes shipwright a big pain in the butt at times, I know, but I also know that it makes it far more enjoyable for me because I am a crafter because I like creating things, not because I need money to fund my other toons.
If you don't want to spend time on being a shipwright, don't be a shipwright. It is that simple. Shipwright is a time intensive profession. That is the long and the short of it.
neinnunb
Fri Oct 29, 2004 11:58 pm
#10
I am very happy about no-factory. I know this is a touchy issue with some. But personally I like it because it keeps the monopolies in check. Someone cant dump a billion resources into 10 factories and mass produce for the entire server. Pilots start to get aquainted with many shipwrights and not just one or two.
So far im having allot of fun with the interaction with pilots and they are more than grateful for my hands on service and any kind of advice I have for them. They bring me loot to R/E and thats also fun to mix and match to get the best out of them. I beleive this is the way crafting should work across all crafting professions. You could make factory parts for the sub-components, but not the final product, with a few exceptions like SW has already with repair tools, etc.
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