Smuggler Archive

Thread: Interesting thought on crafting

ana-mo-cara
Sat Jan 29, 2005 11:53 pm
#1

http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=70550


I just posted this thread on the weaponsmith forum, and thought this would be of interest to smugglers. In reguards to the weaponwhore oppinion among smugglers do you think this would help hurt smugglers if something like this were implemented.


I am not expecting any fealing on what it means for crafters since smugglers are generic crafters, but whether you think this would help to decrease the need of smiths to be both smith/smuggler.


Anyway what do you guys think?
Zeon_Zaku
Sun Jan 30, 2005 9:43 am
#2

Clicky

Sounds kinda interesting. Sounds like it could hurt Smugglers a bit, but really... I don't understand what you're getting at. Of course... I get confused easily.

Message Edited by Zeon_Zaku on 01-30-2005 08:47 AM



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


ana-mo-cara
Sun Jan 30, 2005 10:15 am
#3

It basically eliminates crafter monopolies. You know the guys that most usually have master smuggler aswell. It prevents and 1 or even 3 players from running the tables. The crafter has to specialize is 1 or 2 areas. Say in heavy weapons ranged weaponry or melee weaponry.


In the end it means that there is no way for any master weaponsmith to just dominate the market. Takeing some of the stress off being a smuggler. In that a weaponsmith can slice all his less then golden stuff, and players will still ignore it, because so and so already makes it better before the slice.


I suppose the question is do you think this will promote crafters that feal less required to slice their own stuff.
ana-mo-cara
Sun Jan 30, 2005 2:35 pm
#4

Um okay zane I think you missed the point. The point being that a master crafter has like the longest grinding curve in the game. Basically the time it takes to get all the stuff to craft. Which means alot of novice crafters have no hope. The second point of the thread is to instill diversity into the professions so you could have more varied crafters to rely on, and more players across the board have a place of value. Along with dabblers being able to make something worthwhile that another player would want.


I do not know where you got the entire jedi thing on this or what it had to do with combat. I suggest you reread the post. Its about fixing problems in crafting in general and weaponsmith specific. Plus I even mentioned how it might be worked into the sliceing market in the game. In a way that might help more freelance smugglers.


I do not see how giveing master crafters even more rewards from surplus points is actually going to make it easier to start or even dabble in a crafting profession. I also do not see how rewarding someone for grinding out heavy warheads for days on end will lead to some mythical xp sink. Seeing as you will just generate alot of pointless crafting and resource wasteing just like the hologrind.


I just do not see exactly how jedi and combat xp system even connect with the topic really. You might need to recollect your thoughts.
BaronJuJu
Sun Jan 30, 2005 3:30 pm
#5


Ok, so let me make sure I got this straight....I will use your own words


1. You want to get rid of one of the main reasons for going into dungeons/lairs/missions etc by having the weaponsmith be able to get any schematic or skill tape they want?

From your post:


Group 4. Added weapon schematics.

Berzerker rifle

Scythe

DXR rifle

E11 modified carbine

Featherweight fwg5

DE10 pisol

Geonosian pistol

Modified republic blaster.



Group 3. Skill mod bonus.

Ranged experimentation +3

Melee experimentation +3

Munition experimentation/ Heavy weapons experimentation +3

Weapons repair +3


5. Now the crafter will not have to deal with temp schems any longer they simply choose the items ahead of time.



4. The skill mods allow a smith to get around the damned tape market, and yet it dosent negate that market.


If you take that away what is the point of going to alot of these? What would be the point of looting a schematic to make that DE-10 if any weapon smith given a particular week can make as many as they want without having to leave town?


Flood the market with crates upon crates of the rare weapons...i.e. DE-10's, Bezerker rifles, Genos, etc. So much for that "unique" factor.


2. You want weaponsmiths to take on the abilites of a smuggler withour having to spend the xp and to perform actions that even we have been asking to do in the future.


Gee, no one saw this coming /rollseyes


From your post:


Group 2. Final assembly bonuses.

Ham reduceing skills decreases the end ham on the weapon by 4 points across the board.

Range perfecting allows for the increasing the ranges in final assembly by 3 points.

Munitions efficency allows for increased uses on limited use weapons. Say heavy weapons get a plus five and grenades plus 3.



For examples sake the weaponsmith could apply sliceability rateings to their guns.

Group 5. Alteration.

1. The weapon cannot be sliced for less then 20%

2. The weapon cannot be sliced for less then 24%

3. The weapon cannot be sliced for less then 28%

4. The weapon slice can be set as either speed or damage.


It would mean that a smith would not necassarily have to be a slicer too. That means free lance smugglers will be more happy.


How on Gods green earth can you say that it will make US happy? We can't guarantee anything and have been asking before I even became a Smuggler to have this ability even to a small degree, even if it was just at the Master Smuggler level and here you are suggesting that its moved over to weaponsmith and it will make us happy.


Also please don't act like a spokesman for the Smuggler community...your not...you bring these ideas in ask for opinions then stomp the living crap out of anybody that disagrees with you. You have twisted the ideas to fit your own needs and agendas and not for the greater good of the SWG community.


From your post on a response toyour main post:

The sliceing line is not about disabbleing smugglers its about enpowering them. Right now weaponsmith/smugglers are really hurting non crafting smugglers. So much that many of them cannot even make a liveing. If a crafter can increase a slices success a number of things happen.


I am asking you in the kindest possible way to just leave the Smugglers Forums and stick to the Weaponsmiths Forums.

Message Edited by BaronJuJu on 01-30-2005 11:32 PM



Daxuk
Copper Dune, Guild Leader

"Never argue with an idiot, they drag you down to their level and beat you with experience"
SmugglinZane
Sun Jan 30, 2005 5:04 pm
#6






ana-mo-cara wrote:

Um okay zane I think you missed the point. The point being that a master crafter has like the longest grinding curve in the game. Basically the time it takes to get all the stuff to craft. Which means alot of novice crafters have no hope. The second point of the thread is to instill diversity into the professions so you could have more varied crafters to rely on, and more players across the board have a place of value. Along with dabblers being able to make something worthwhile that another player would want.


I do not know where you got the entire jedi thing on this or what it had to do with combat. I suggest you reread the post. Its about fixing problems in crafting in general and weaponsmith specific. Plus I even mentioned how it might be worked into the sliceing market in the game. In a way that might help more freelance smugglers.


I do not see how giveing master crafters even more rewards from surplus points is actually going to make it easier to start or even dabble in a crafting profession. I also do not see how rewarding someone for grinding out heavy warheads for days on end will lead to some mythical xp sink. Seeing as you will just generate alot of pointless crafting and resource wasteing just like the hologrind.


I just do not see exactly how jedi and combat xp system even connect with the topic really. You might need to recollect your thoughts.





I DIDN'T MISS THE POINT, I JUST DON'T AGREE WITH YOURS.


I am a Master Weaponsmith. I mastered Smuggler first, and I will always be a Smuggler. My loyalties lie with Smuggler. The crafter side of me would PREFER something along the lines of what I said.


The whole crafter/Smuggler relationship is a sidenote. It's a result of having a divers game, with diverse skill sets. If a player wants to master both, then he has that right.


Your post not only drasticly changes the game for crafters, but would put certain portions of the professions out of the game since noone would use them. The grind is what you make it, plain and simple. You also turn the change the crafters from a semi interactive (because of schematics and tapes) to totally noninteractive/mule class. If you were to offer something like I said, then the endgame for crafters would not always be about skill tapes since you would get more bonuses to that specialized class of things you chose to go with.


In other words, your ideas aren't exactly what I consider bad, but in my opinion, they're not on the right track.




"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
ana-mo-cara
Sun Jan 30, 2005 5:37 pm
#7

This is not about giveing the smuggler bonus to the weaponsmith. Its about takeing away the random factor that kills non crafter smugglers.


The system is simple novice crafter gets three skills/certs. Master gets six skill certs.


These certs include. Four groups, and the fifth one was a general brainstorm.


In total the first four groups have 20 certs/skills.


the fifth group was about sliceing. Keep in mind that each skill in this box is still like the others each 1 costs 1 to get all four you have to spend 4. Which if your a master means you have two left over. Just two.


This group was about letting the weaponsmith make it so their weapons were easier to slice.


1. Was for a minimum slice of 20percent that means when the smuggler slices it it cannot go below 20 percent on the slice okay the risk is now reduced it means a player buying this gun can rest assured he or she will get an okay slice. Once again this decreases the need for presliced weapons.


2. The minimum slice is now 24percent once again the danger is lessened and the player can rest easy knowing atleast he will get 24 percent


3. This one is 28 percent. That means this is a highly alterable gun, and seeing as a master smuggler can reach 35 while a novice cannot. With the lower arc a master smuggler will do a world of good.


Now these three must be stacked. For the highest alteration the crafter has sacraficed 3 certs, and since he or she has limited certs this is obviously quite painful. Though for a novice weaponsmith this might be good. Afterall their items have lower quality anyway and a good slice is essential. Plus the master smuggler bonuses follow along for the ride. That means a slicer might just add 2 more points on while the master might add on five average. The master title is still valid and still vaunted.


4. The weaponsmith can alter a weapon so that a master smuggler could choose the slice. Damage or speed. One this means that if a smuggler gets a gun like this they are not a huge risk for the player. Say if they are speed capped. Not all weapons will have this option only the ones where the crafter spent the cert for it.


The whole thread is about opening up the field. So people can dabble in crafting. So that weapons could have more features. So that one crafter is diffinateively different then anyother. Based on the certs they chose to go with.


Plus it dosent hurt a weaponsmith/smuggler, but it does take away the god status. Good for you if your a weaponsmith/smuggler. Though I think you would agree that you have a huge advantage over smugglers and weaponsmiths. You undercut regular smugglers who slice less and less, because you are selling the goods sliced already. Plus your sans risk slice sales really do undercut regular weaponsmiths. I suppose if you are of the mindset that a smuggler must be a crafter or a weaponsmith must be a smuggler thats okay with you.


Meanwhile biased me is actually trying to make it so the two can be seperated and not only survive but flourish. Meaning you can be a smuggler and do a good sliceing business. You can be a weaponsmith and actually sell unsliced goods. Somehow I do not think the smuggler is foremost in your mind. If you have buddied it up to a weaponsmith that means your smuggler skills are a support role to weaponsmith. Your a weaponsmith first. I do not care what order you got them in your a weaponsmith.


So how does that explain me. Here I am trying to get my advantages decreased. By trying to find a way that the smugglers role in the game is actually increased?


I highly recommend that anyone who reads the thread ask themselves which certs would they take up. Would you be the man of a million guns snatching up all the special weapons certs, or would you be the guy that loves makeing rocket launchers. Try playing with how you would template yourself up in the situation.
IForgotMyName
Sun Jan 30, 2005 7:10 pm
#8

Pretty easy to tell what people are trying to say here.


'You're idea sucks.'


I'm going to have to go with that also.



*edited by admin*
SmugglinZane
Mon Jan 31, 2005 1:14 am
#9

IMO, what would be best is an xp sink for those who have mastered, in which for mass amounts of xp they can master a type of crafting (i.e. pistols, rifles, crabines, or heavy weapons) or become a master of a certain weapon they are cert'd for (i.e. power hammer, scythe, t21).


I think this would keep the basic game on the same level for everyone, but allow the more established players to go after some sort of eliteness without having to go Jedi... which is the only xp sink in game right now.



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
Page 1 of 1
Previous Next