Shipwright Archive

Thread: Was anyone else hoping SW would be a little more complex?

pwiffo
Sun Jan 09, 2005 12:12 am
#1

I enjoy crafting and I enjoy SW, but I was really hoping it would be more of a challenge. It takes many stat'd subcomponents to make weapons, armor, food, harvestors, etc. Why are ship reactors or shields less complicated?

I was really hoping for something like armorsmith. Theres a profession done right, the extra complexity and depth is what makes it more fun. The use of many named resources makes it possible to specialize in certain types of armor.. ship parts are all basically the same once you collect the new JTL resources.


/sigh
oh well


Pwiffo



Pwiffo
Master Shipwright - 12pt armor/chassis, 17pt weapons/engines
Master Armorsmith - 12pt
Force Crafting Mastery 4444
[4580 5792] Naboo, Valcyn
S-1-l2-H-C
Sun Jan 09, 2005 9:32 am
#2

i agree. it would also be cool if they made it so that the best parts required looting a nice subcomponent and then having a part crafted with it, kinda like krayt weapons.

and another idea would be to be able to select not just mark 1-5, but also select size. make it so that the base stats are based on both, so that you could make a lightweight mark5 gun that is better than a mark2, but requires the master pilot cert to use it. they could also make it so that you can craft superheavy parts for the multiplayer ships with the same interface, making a 500k mass shield for instance that has crazy hitpoints.

of course nothing like this will ever happen, but its wishful thinking.



____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
OdiousEncounter
Mon Jan 10, 2005 6:08 pm
#3

Far as I'm concerned, the more complexity the better. Shipwright is my first crafting profession, I took it because it looked more complex and interective than the others with all the subcomponents and the like. I'm not high enough level to really be able to make use of them yet, so I'm reserving judgment on shipwright until I finish my grind. But I think more complexity is always better.



----------Auriga Starlighter----------

DoG18
Mon Jan 10, 2005 6:33 pm
#4






S-1-l2-H-C wrote:
i agree. it would also be cool if they made it so that the best parts required looting a nice subcomponent and then having a part crafted with it, kinda like krayt weapons.

and another idea would be to be able to select not just mark 1-5, but also select size. make it so that the base stats are based on both, so that you could make a lightweight mark5 gun that is better than a mark2, but requires the master pilot cert to use it. they could also make it so that you can craft superheavy parts for the multiplayer ships with the same interface, making a 500k mass shield for instance that has crazy hitpoints.

of course nothing like this will ever happen, but its wishful thinking.





I couldn't agree with you more here. I've always thought that rather than looting full componants in space (to be REed), it would be much better if you could loot "uber" sub-componants. I mean, REing was cool in concept, but in reality I'm not so sure it's really that great of a system.




Captian Saega Apic *
sbob
Mon Jan 10, 2005 10:01 pm
#5

Always assumed that was the plan, to have looted subcomponets but that was a plan to expand things later. Mission rewards and space based themeparks and the like. The fact is the mechanic is there just need to design and place them somewhere. Am hoping that we see this as a push in a future publish as the big bug fix publish that is next up it seems



Sulic - Something
Beti - Something else
Nhoa - Master freeloader

Armor vendor in Kor Mesa outside Coronet -219, -3348

MonsofoLexius
Tue Jan 11, 2005 12:13 am
#6

I was trying to make a reactor the other day to fit in my x-wing. I had to play with overchargers and limiters on a few levels. And different experimentation on the sub compenents. I tried a MK 1,2 and 3 overcharger in a MK 3 reactor and a few in a MK2 and did some work in the MK 1 stuff. Was a lot of fun and crafted a bunch of reactors in the process.


FYI I found that I could create a MK1 reactor (with overcharger) that had better mass/energy (1300/13500) then almost any other reactor to a MK 3 one. I also made some custom MK 1's with low mass for my a-wing (650/8500).


Was a good time. So there is more customization then you might think in SW. But I do agree with you, it could be done even better.



----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Jagged-F3l
Tue Jan 11, 2005 10:45 pm
#7






pwiffo wrote:
I enjoy crafting and I enjoy SW, but I was really hoping it would be more of a challenge. It takes many stat'd subcomponents to make weapons, armor, food, harvestors, etc. Why are ship reactors or shields less complicated?

I was really hoping for something like armorsmith. Theres a profession done right, the extra complexity and depth is what makes it more fun. The use of many named resources makes it possible to specialize in certain types of armor.. ship parts are all basically the same once you collect the new JTL resources.


/sigh
oh well


Pwiffo





Whoa! The fact that we have over 250 schematics isn't enough for you? Grant it, any individual items isn't all that complex; nothing like crafting a droid. However, I don't see where I could stay in business at all if individual components became complex (like droids).



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Chiwawa
Wed Jan 12, 2005 7:24 am
#8

If you try and assist a pilot squeeze every last ounce of goodness from a chassis, you will find it VERY challenging. I would add that being able to craft fully loaded ships as an item would be a great thing to have though.

It's not so much about the individual items as the full picture, if you follow me
MonsofoLexius
Wed Jan 12, 2005 10:06 am
#9






Chiwawa wrote:

It's not so much about the individual items as the full picture, if you follow me





Amen and a little QFE



----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Chiwawa
Wed Jan 12, 2005 10:29 am
#10



MonsofoLexius wrote:


Chiwawa wrote:

It's not so much about the individual items as the full picture, if you follow me


Amen and a little QFE





Ok it is 5:30pm here, and im knackered, but whats QFE?

Moxin01
Wed Jan 12, 2005 10:57 am
#11

it would be nice to have a quested ship like the RIS armor. yes I know about the Firespray, but that's not a quest that's luck of the draw.



Aspa : Corbantis
Porthose: TC
Loopo: TC
Thud: TC
pwiffo
Wed Jan 12, 2005 12:53 pm
#12

The number of schematics really doesnt matter, they are all basically the same. And yes, I agree the whole picture (ie crafting a set of parts to certain limitations) does offer a bit of a challenge and is quite fun. But go try armorsmith once, see what happens when you start mixing different layers.. see the difference named resources makes over generic ones.. see the HUGE effect resource quality has on the final product. Sure its got problems, only two types of armor are actually usable by humans.. but it stays interesting!

Being forced to specialize due to complexity makes running your business more fun... allowing anyone with a pile of resources to make up a complete range of every possible ship part without much knowledge brings up all these lowballing problems. How often have you heard of an AS complaining about others lowballing?

I know what you are thinking.. why dont you just go AS and be quiet? Well, I am also AS but shipwright offers something no other crafting profession could.. a chance to start on an even playing ground. No SW out there has more than a few months experience on a live server. Not to mention the kewl-ness factor in making a starship.

I dont think SW is terrible, I still have fun which is what I care about. Perhaps this is asking too much, but I think I was hoping that the development team would not only learn from their mistakes but also their succeses.


Pwiffo



Pwiffo
Master Shipwright - 12pt armor/chassis, 17pt weapons/engines
Master Armorsmith - 12pt
Force Crafting Mastery 4444
[4580 5792] Naboo, Valcyn
MonsofoLexius
Wed Jan 12, 2005 2:33 pm
#13






Chiwawa wrote:





MonsofoLexius wrote:





Chiwawa wrote:

It's not so much about the individual items as the full picture, if you follow me





Amen and a little QFE







Ok it is 5:30pm here, and im knackered, but whats QFE?







Quoted for Emphasis



----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

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