Smuggler Archive
Thread: The Debate: Slicing Experimentation
I like the idea of experimantation and resources. I think that instead of gauranteeing slices, they can just boost the odds up on this at getting a better slice. I'm sure there are probability factors built into the randomizer (shoot, is that a word, lol).
Anyways, it would make things fun for smugglers to have to get better resources. Would bring in lots of competetion though in pricing and who is using what, etc...
Do we want that headache for ourselves...
Dinian wrote:
You all know what happened to architects... its like a new profession! They went from BER7 heavies and BER4 mediums to BER13 heavies and BER10 mediums with the right resources.
I have not yet posted on the poll, having trouble giving a yes/no answer to a complex question.
First easy answer is No to experiementation on:
- WUKs
- Cause we don't make em
- AUKs
- Cause we don't make em
- MolClamps
- Thier Binary, there is no quality to binary.
- FANs
- if this tool had to depend on quality it would be worthless to new smugglers who would have limited ability, and it's binary in output.
- Dmg vs. Speed?
- Range of Slice?
- Both?
Simple answer would be Both, Two lines of experimentation. One type of slice, one range. 10 slots in each availble (IF you had 1000cond copper), 10 pnts to spend.
Then there is balance as you can make a dmg knife but have less of a lock in on the range, or go for a good % but keep randomness in type of slice. So slicing would pretty much end up being like doc buffs, experimentation would increase the range but the result would still be somwhat random
Yes this would have to happen, they are not under any system going to hand us all Pick-o-35% slices. there has to be balance somewhere. .
Experiementation of Laser Knives would basically cause a stratification in the Smuggler Profession,
Crafter smugs making the best gear, and the rest of Smugs that buy from them.
We will all end up with the same knives in the end. Yes folks will sell em, and there will even be undercutters, so ya we will all get knives made from that 1000 cond copper. Including the Slicers that buy from Masters. All this will do is raise the cost and time investment we all will have in Slicing. But for what real gain? Is it worth it to Smugglers?
- Do you want to explain to a customer you can give him a Dmg slice but it will be less?
- With Slicing Finally becomeing illegal do we really want this much time investment?
- Do we really want to deal with more "R U a Gud Slizer?" questions?
- With Smuggling (not this contraband stuff) potentialy coming in the revamp do you want to spend your time getting slicing gear?
- Lots of new room for the Smugglers with thier "special methods" to use disinformation on thier customers.
- Lots of dev time involved in this instead of other lines that actually need improvment.
However, the use of these knives would be yet another leap of faith for our customers, Joe smuggler has 1 uber 99% knife he paid someone to make, he shows it to his customers but uses some 70% ones he has on the slice. Yeah his business may dwindle, but it's just another complication. Not a big deal but one to have on the back burner.
I think the slicing system for weapons and armor is currently fine. We do not spend 4 trees in this, it is 25% of our profession, as is evverything else we do. I want some addittional smuggler content, but experiementastion top slicing equipment just doesn't seem like it will make things more fun.
Experiementation for spice seems much more likely and useful. For slicing i just don't see the bang for buck.
If we all end up with the good tools in the end, what is the point in changeing it? Once again i'll use my analogy of: This is just turning up the volume, the music did not change.
Flitred wrote:
Let's look at the resources required:
Slicing at 4k/slice, regardless of outcome:
Mole Clamp: 50 + 40 = 90
Laser Knife : 7+7+2 = 16 / 5 = 3
WUK/AUK: 20 +10 = 30
total resources: 123 per slice
4000credits/123 Resources = 32cpu
Muon gold sold at 10k/crate:
15+15+15 = 45 units
10000credits/25hits = 400cphit
400 credits/45 resources = 9cpu (rounded)
Lets look at this for 2 different smugglers after a patch that introduces Slicing Equipment Experimentation:
Smuggler 1 - Master Smuggler, Master of other Combat related professions, has to buy his own high quality resources at 8cpu (which I come to as the average of the 99x quality/conductivity resources for sale on bazaars currently on Tatooine on Kauri).
- Molecular Clamp: 90 resources x 8 cpu = 720
- Laser Knife: 16/5 resources x 8 cpu = 26 (rounded up)
- AUK/WUK: you can't make these but have to buy them from someone who is a Master Artisan with at least Novice WS/AS = 300
- Total cost per slice: 1046
- Total profit: 2954 (or 3k, to round)
Smuggler 2 - Master Smuggler, Master Artisan, Novice WS/AS - he mines his own high quality resources at 1.2 cpu, but he spends many more hours at keyboard searching for resources and tending harvesters
- Molecular Clamp: 90 resources x1.2 cpu = 108
- Laser Knife: 16/5 resources x1.2 cpu =4 (rounded up)
- AUK/WUK: 30 x 1.2 cpu = 36
- Total cost per slice: 148
- Total profit:3852
What does this tell me about Slice Experimentation? It tells me that I can be a Crafter-type Smuggler, and make more money than my partner, a Combat-type Smuggler, but I have to work a lot harder for it.
Either way you cut it, we smugglers make less money. Either less cause we spent money on a bazaar/vendor, or less because we had to work a lot harder to earn the same money.
Just some metrics for your pleasure
And then:
Why not? Becuase then we're not crafter light, we are crafter full blown. That's why. Just one resource, and just one attribute? That's all very true. But totally beside the point. It is more work and/or more expense for something that will, in the long run, make us no more or less money than we make now. Why do I want to do more work and spend more money to do what I do right now? That makes no sense to me. Maybe you can help it make sense, cause I just don't see it.
Ipseck wrote:
We are crafter light and combat light. A hybrid. Why not make experiementation count?
an even simpler equation than all that, though perhapse thin on ethics, (but we are smugglers...)
what makes a smuggler more money?
- One great slice
- or 9 good and 1 great cause the custoemr brought 10 guns?
Greatsails wrote:And then:
Why not? Becuase then we're not crafter light, we are crafter full blown. That's why. Just one resource, and just one attribute? That's all very true. But totally beside the point. It is more work and/or more expense for something that will, in the long run, make us no more or less money than we make now. Why do I want to do more work and spend more money to do what I do right now? That makes no sense to me. Maybe you can help it make sense, cause I just don't see it.
Ipseck wrote:
We are crafter light and combat light. A hybrid. Why not make experiementation count?
My point was that it's still crafter light, because we only have to worry about 1 resource 1 quality once every 4 months if you put in the effort to drop 3 or 4 harvs. And as your math showed, even the lazy smugglers (combat profs can still drop harvs) are making nearly 300% profit per slice. The ones that put in the extra 4 hours a month are making more. Whats so wrong with that? We're not going to end up playing resource monkey for just 1 resource. That's absurd. I think people are letting their experience w/ other crafting professions skew their view.
Ok, I'm definitely confused then because I could've SWORN I have seven points to use on knives, clamps, etc, and I've only got Spice I filled, I believe. MAYBE I have Spice II, but I'm not sure. Regardless, that at least should be changed (why spice making abilities should have ANYTHING to do with your ability to make slicing tools is beyond me). Just stick the experimentation in the slicing tree. Actually, if they simply moved it over using the existing system, by the time you were doing anything that required quality tools (novice and Slice I boxes don't -- all you're doing is binary state slicing: either you slice successfully or you don't) you'd already be able to experiment with them plenty (seven points can go pretty far if you've got good resources, IE: copper with high conductivity) to make quality tools. And since the only tools that ought to come into play in terms of slicing QUALITY are the knife and the WUK/AUK, really, the only thing that smugglers would ever experiment on is the knife.
Kav wrote:an even simpler equation than all that, though perhapse thin on ethics, (but we are smugglers...)
what makes a smuggler more money?
- One great slice
- or 9 good and 1 great cause the custoemr brought 10 guns?
Very good point
Smuggler_Caylin wrote:
I'm not against you, nor am I against the man. I just try to get by and I've never accepted that someone doing a half-assed job should receive the same benefits as one who worked their ass off to create a superior product.
That's a quote from the post your reference above. I agree with this in principle, but I doubt this correllates to the "real world" of SWG. This superior product you say you're going to work your ass off for is only going to make you the same money it does now. All you accomplish by adding the ability to create a superior product is make it impossible for everyone else who doesn't work their ass off to make what they used to make. You don't make more money for you, but you do make less money for everyone else. This doesn't help you, it hurts others.
If you think that people would gladly pay more for a superior slice, then you don't understand economics as it applies to SWG. People have already determined what they are willing to pay for a slice. The market is set. Making a better product is not going to make you more money. The only reason you'll see prices go up is due to inflation. People are starting to charge 4k flat, or 200 cr / % increase. The prices are going up just due to inflation. You think that the PC Dell markets now is better than the one they marketed 4 years ago,and that therefore they make more money thanks to it (adjusted for inflation)? If you do, then you don't know economics. People set what they are willing to pay for whatever is the best of the moment. Just because the best of the moment is better than the best of the last moment, doesn't mean that the price they are willing to pay is higher.
Experimentation will add compeititon to be sure. But it won't make anyone more money. It will make everyone less money. It's nice, in a world where America is king, to say that competition is always a good thing no matter what. But for the Smuggler in SWG, competition will only hurt us, not help us.
I don't think Smugglers should be crafters (in regards to experimentation) I think they should be able to do a good jog with whatever material they have. They rig things not create things....
Smuggler: Hey hand me a hammer, so I can get this hyperdrive valve unstuck.
Sidekick: We don't have a hammer.
Smuggler: OK, Hand me that big wrench so I can beat the $hit out of this valve
That's how a smuggler uses experimentation!
Greatsails wrote:
Experimentation will add compeititon to be sure.