Smuggler Archive
Thread: Your Opinion On Slicing Schematics Addition
Rather than the current method of slicing, what do you think of slicing schematics?
- In its simplest form, a smuggler would have 3 schema. Armor, Ranged Weapon and Melee Weapon Schematics
- The item to be sliced is loaded into the schema along with the slicing tools
- Quality of the tools have an effect on the slice.
- Additional components could be required such as electronic memory modules to reflect the swapping out of components for better parts.
- Smugglers can craft a component that can be added to make it a personal weapon and untraceable.
- An entire suit of armor can be loaded in the armor schema for a consistent slice on all the components as well as speed up slicing
scall01 wrote:
Anything that involves me out searching for minerals I don't like. Sorry :/
Doesn't have to include minerals or even other components other then the tools necessary for slicing. The other components were thrown in more for feel than necessity.
So if the was just PLK + WUK/AUK + Item + FAN/CLAMP would you like it?
Oh... maybe another schema fo containers? but then you have Mega-Seals to consider and a Schema won't work for them. ( Consider the obligatory shot at Mega-Seals never working anyway taken
)
jbezorg wrote:
Rather than the current method of slicing, what do you think of slicing schematics?
- In its simplest form, a smuggler would have 3 schema. Armor, Ranged Weapon and Melee Weapon Schematics
- The item to be sliced is loaded into the schema along with the slicing tools
- Quality of the tools have an effect on the slice.
- Additional components could be required such as electronic memory modules to reflect the swapping out of components for better parts.
- Smugglers can craft a component that can be added to make it a personal weapon and untraceable.
- An entire suit of armor can be loaded in the armor schema for a consistent slice on all the components as well as speed up slicing
Nice idea in theorey but i have always said i want to smuggle not be a crafter. If i want to craft i fire up my alt and hem dresses
Pyrewolf wrote:
IMO, anything that eliminates one of the carpal-tunnel inducing grinds in this game is A Good Thing. Now, I've yet to do any slicing myself (grinding smug on my alt currently), but I know it takes the smugglersI hire 2-3 hours to slice the 3-400 pieces of armor in an average run. Clicking through that many windows, for that long *is not fun*. We've all done something like that at some point, grinding up a profession, but at least when we finished we could feel a sense of relief. Smugglers have to do that for a living.
Of course, this would eliminate much of the randomness of slicing, allowing for massive amounts of the high sliced armor and weapons to be produced. Imagine the market flooded with 90% base armor. No one would have much reason to make anything else.
But there has to be a happy medium here. Something better than the totally random slicing that is the status quo.
So how about this:
The smuggler slicing process is changed to a crafting experimentation-style screen (yes, I'm well aware this is not a new idea, bear with me). Points are put into various attributes, just as with crafting, except the chance of average results are greatly increased. Think much more apparent bell curve in effect.
For single items, it ends once all the points are used up; the item is now sliced and the final result of the "experimentation" sticks. Click 'finish slicing' and it's done. The smuggler can decide where the points go, but the results are still somewhat random.
Here's what I propose that I haven't seen before (though admittedly I haven't read that much of the smug forum): at the end of the slicing process, you'll have an option to create a process or "recipe" if you will (basically like a schematic), based on the item. The recipe can only be applied to weapons or armor with the same same serial as the original, and is unique to the smuggler who created it. The recipe is not usable in a factory, rather, it can be used by the smuggler on the items it applies to, one at a time (via a radial or drag and drop). The recipe functions as a guideline; the results of each slice will still be somewhat random, but based on the recipe. That is, when the recipe is applied to the item, it willbe usedas a starting point, and new values will be randomly calculated based on that. Make a quality recipe, and you'll get consistantly better results when slicing an item. There is no interface when the recipe is applied; it functionslike a semi-random permanent powerup.
On reflection, there's really no reason why it couldn't be used in a factory, so long as the random element could be kept. In practice it probably wouldn't be practical, since either factory crates would have to be changed to hold 25 unique items, or your input hopper fills up pretty quick with single items. On the other hand, full input hoppers is a small price to pay for not having to grind through 300 items, even if my proposed system is substantially less time consuming than the current one. It may not be realistic to have factories creating random results, but then, what in this game is?
Knives, clamps, UK usage could stay exactly as it is now, just without the need to apply them when using a recipe. They function like ingredients and are used up automatically.
I do think experimental quality on tools should make a difference in the results of the slicing. This would help to set apart different smugglers.
I think the smuggler community needs to really come together and get behind a good system to present to the devs. Having too many options isn't really helpful, remember. I've laid it out pretty clearly here, with specifics. Any comments, suggestions, approval/disapproval are welcome.
Oh, and sorry if I hijacked your thread a bit here jbezorg. I just want the same thing as the rest of you.
JacobKell wrote:
Nice idea in theorey but i have always said i want to smuggle not be a crafter. If i want to craft i fire up my alt and hem dresses
Part of mygrindwas Droid Eng., Arch., Artisian, Weaponsmith before I said to hell with the it and went Smuggler. Pyrewolf had some good points. I like the idea but right now, anything is better then what we have.
Playing the devils advocate, the schematics have a slow and methodological feel when experimenting that may contradict the "making it up as I go" aspect of smugglers. However the same UI could be used to throw all the parts in a bucket, give it a shake and see what comes out.
The advantage of the schematic format though is that it presents a consistant UI across all the professions for the crafting or altering of items and decreases the learning curve for new players.