Shipwright Archive
Thread: ok, an idea for how to make sw a viable profession after rotw without nerfing the new ships
dude did you actualy read the post.
I said dont alter the new ships.
Im a computer engineer. this would not be very difficult to implement, at least nomore difficult than all the various parts we can now put in the slots would be. you would simply have to create a generic template of each ship type with the number of hardpoints in it, then each hardpoint would be loaded like loading a piece of equipment(at the time of creation each hardpoint would have a default value). it would really be just an extension of the current parts system and very easy to implement.
actualy the devs have something just like it now. the ordinance slots have a general catagory(this would be like hardpoint type) of proton,concussion,ect with a subcatagory of the amunition(in this analogy this would be the actual part)
it would not require massive amounts of code and would not require that the devs code every option
do you truely believe that for each of the 100s of items for each hardpoint they coded a different ship for each possable combonation?Because thats what your suggesting would have to happen.
Message Edited by rcoe6663 on 05-08-2005 01:28 PM
Interesting.... since i am not a computer enginer i didnt know that ![]()
But FYI wasnt flaming your Idea just that anything that resembles "work" for a Dev is not likely to happen ![]()
Personaly I had hoped shipwrights could do this to begin with ... more custom options.
I do disagree smugglers should be able to though... smuggler does not equal wrench monkey...
Hans templet was Master Smuggler/novice shipwright [i'v seen his repairs.. lol]/ novice pistols/Master smooth talker ![]()
i know you were not flameing, and i apologise if i came off angrey. and i agree the devs appear to not like work very much. thats why i suggested this method. its mostly copy and paste.
and the smuggler suggestion was just so they would have something to do.
Message Edited by rcoe6663 on 05-08-2005 01:35 PM
Message Edited by rcoe6663 on 05-08-2005 01:37 PM
I would think that this idea could potentially create a balancing issue, as it is now some ships have a certian amount of weapon/ordinance slots for a reason. It's not that this is a bad idea or anything, but perhaps it would create an extra level or two of complexity to the system that would make it just that much harder to balance. As a consequence, they'd probably end up dumbing down some other aspect to space combat to bring the whole system to something more manageable.
Not to say that it isn't possible though, I've played games like Starfleet command 3 that had a system very much like this, but at the same time all components had consistant stats.
rcoe6663 wrote:
what we need is the ability for either sw or smugglers to change component slots in ships. shipwrights could do it durring thecrafting process and smugglers after but it really dosent matter who does it. What this would enable people to do is change an existing slot in a ship, say the cargo hold, into any other slot, so a cargo hold could become a shield or a weapon slot could become a reactor. the trick is this could only be done on crafted ships. the quest reward ships will have to stay as is. I think it would also allow for greater personal choice in how you fight. youcould make a tank with 5 sets of sheilds but no di and only minimal weapons or you could scrap weapons entierly and add a second or third engine and rely on torps.
any way what do you guys think?
A smuggler friend of mine informed me that Thunderheart indicated that smugglers WILL be able to slice ship components after the smuggler revamp. Slicing a chassis might be an interesting extension of this notion. I would suggest strongly floating this proposal in the smuggler forum.
Nice Idea but not practical. Would require that a shipwright or smuggler be able toeffect "code" in game. Only way to do it would be to have preset all the possible combinations that could be modified. [Thats alot of new code which equals "no" from the Dev's i bet.]
Oh and aboutMaster Pilots always "needing" replacement parts or RE jobs... not actualy true... currently there is only two things that decay a Master Pilots ship - Faction farming outside of Deep Space [ie your not paying attention and get jumped by some naughty pilot... lol] and the Vette in Kessel [nothing else is much danger out there anymore.] As for RE jobs unless something "better" drops there isnt much reason a Master Pilot would want an RE job [except maybe to outfit another ship in thier data pad...] Either way our customer base isnt "truely" Master pilots but T3 to T4 pilots... with the occasional "special project" for an Ace [ie outfitting a ship from the ground up... often useing the looted and RE componets that the requesting pilot provides.]
So how do we stay viable? well 2 options.
1. mass production of consumables
Missles/Chaff/repair kits/paint and texture/T2 to T4 pilot componets and chassis [yes i consider these consumables because they are most likely to be deleted as the pilot progresses]
Where did TH say that?
I mean i'm happy but...
Can you post a link?
Lord_Raven wrote:
...they will ALWAYS need ship parts...
Could you explain me why pilots need new ship parts ?
I am not a sw I am just a simple pilot and I am really sad to see that repairs at space station are too cheap, and so no need of new ship parts, "just go at a station with your 99% damaged ship and repair it for 500cr !".
Schadwood wrote:
Where did TH say that?
I mean i'm happy but...
Can you post a link?
Sorry, I don't have a link. I'm merely passing on information a friend told me about.