Weaponsmith Archive

Thread: Weapon Smith crafting changes and the Combat balance?

Bachreus
Fri Jan 28, 2005 9:17 am
#1

Hello Everybody,



I have been a smith since August 2003, and have spent my time collecting mass quantities of great resources and running a good buisness. I have some concerns with the upcoming changes, and was wondering if anyone could help me out.



My Concerns:


1.) Resource Requirement Revamps: Does anyone have any insight into whether the resource requirments will change for weapons. Currently Conductivity and OQ are the prime catergories for all most all ranged weapons. Will the Devs change that and make every weapon have unique requirements. (Will a EE3 Carbine now require OQ and Heat Resistance etc....?)


2.) What happens to all of our exsisting weapons: Will they vanish? Will they be updated with the change? Will there be a huge pre-CURB market ?




Anyone have any answers or idea's........Please discuss.



Thanks,





Bachreus
Master Artisan--Master Weaponsmith--Master Merchant
Granock
Mayor of Ghost Town--Master Shipwright
Charos
Master Commando--Master Smuggler

Armorlite Weapons -5084 -6056 Dantooine in Ghost Town
SeaRaptor
Fri Jan 28, 2005 10:16 am
#2






Bachreus wrote:


1.) Resource Requirement Revamps: Does anyone have any insight into whether the resource requirments will change for weapons. Currently Conductivity and OQ are the prime catergories for all most all ranged weapons. Will the Devs change that and make every weapon have unique requirements. (Will a EE3 Carbine now require OQ and Heat Resistance etc....?)





I can't answer this question yet, because we don't have any answers. =) What I CAN tell you is that I am COMPLETELY against altering existing schematics and resource requirements in ANY way. I will lobby hard to make sure that the schematics we have now will carry through the Upgrade unchanged for resource requirements.






2.) What happens to all of our exsisting weapons: Will they vanish? Will they be updated with the change? Will there be a huge pre-CURB market ?





From what we've been told (as a community), all existing weapons will be converted into the new system. I take this to mean that there will be no "pre-CURB" weapons.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
sabacc1000
Fri Jan 28, 2005 2:23 pm
#3






Amscu_Edfo wrote:

Yup. All weapons will be switch over proportionally. Except the DE-10
and the Blacksun Executioner's Hack, which were released into the
game already balanced.






These weapons were intended to beCombatBalanceReady (TM), but that was a long time ago, and I'd imagine much of what the developers intended at that time, has changed due to the new focus on upgrading the combat system on a much wider scale. I wouldn't be suprised if these weapons also needed at least some tweaking before the testing process is over.



Ackeeba Owadu
Master Weaponsmith - Intrepid
Ackeeba's Weapons Emporium - The Promenade
Tatooine (2599, -4428) outside Mos Eisley

"In the modern lexicon, to sully a reputation would be "to talk smack about."
- Niix Starkyller

Weaponsmizzle..../wearTshirtWithPride
Terv
Fri Jan 28, 2005 10:33 pm
#4

I think if they change the resources it sould make sense. The Heat resist on a EE3,FWG,Zerker wouldn't be oh so bad. I'm all for the weapon resources/componenst making sense. COld resists comes into play for the SG82 etc. I don't mind the way it is now in most respects but if the new system makes sense I'm all for it.



-TERV-
Terv Co. 12pt Weaponsmith
Elder Master Smuggler
Wp 2002 -6380
Dant. Agro Outpost


ana-mo-cara
Fri Jan 28, 2005 10:55 pm
#5

I am hopeing that when raptor is talking about resource requirements he is not entirely firm on this.


What I mean for example is the subcomponents. These are some of my pet peeves with weaponsmith crafting. The subcomponents on some weapons are to say the least very punitive.


DX2 multiple power handlers. When they fixed the scatters. They did not likewise fix the dx2s which makes them more resource intensive then most of the other pistols.


Grenades. Way too many subcomponents on an item that is basically gone in one minute.


T21 I am not against the ten power handlers persay, but if the APR is going out the window what is the justification of ten power handlers? Plus the polonium generally sucks the fun of trying to make the best. If they are going to work on weapons. Couldnt they just start a T21 out a lower damage and allow us a different resource.


Rocket launchers. Way beyond reason on subcomponents used. Once again for an item that gets used up relatively fast.


Advanced stocks. I appreciate that everything needs to be more specific for advanced components. Then I see what potential a number of different woods can have.


I do not mind trying to keep the resources that we have current and valid. What I do dislike is that in some cases the subcomponent use dosent ring right. A gun that is gone in 30 shots should never use the resources equal to 12 other guns. The pistoleer shouldnt be penalized by the resource requirements on his pistol, and grenades a cheap item should be cheaply made.
Amscu_Edfo
Sat Jan 29, 2005 1:00 am
#6

I can't answer this question yet, because we don't have any
answers. =) What I CAN tell you is that I am COMPLETELY against
altering existing schematics and resource requirements in ANY
way. I will lobby hard to make sure that the schematics we have
now will carry through the Upgrade unchanged for resource
requirements.
______________________________________________________


Thank you. Im in full support of that.


_______________________________________________________
2.) What happens to all of our exsisting weapons:
Will they vanish? Will they be updated with the
change? Will there be a huge pre-CURB market ?


From what we've been told (as a community), all existing weapons
will be converted into the new system. I take this to mean that
there will be no "pre-CURB" weapons.
______________________________________________________


Yup. All weapons will be switch over proportionally. Except the DE-10
and the Blacksun Executioner's Hack, which were released into the
game already balanced.


If we could Felton, please push for us to be able to rename weapons'
crates for the first few months. This would be a quick clean up to any
incorrect numbers that would be listed on them due to the conversion.



Vandelay Industries Master Weapons(Est. Aug. 2003)
12pt MWS Curt Williams-Bloodfin-Owner
7011 -3884 Valley of Shadows, Tatooine, -691 -5268 Anchorhead, Tatooine
The place to find the highest quality weapons for the life of this game.
Bachreus
Sat Jan 29, 2005 1:31 am
#7

Thank you for the responses. I would like to know more about any resource changes if they are going to happen.



Bachreus
Master Artisan--Master Weaponsmith--Master Merchant
Granock
Mayor of Ghost Town--Master Shipwright
Charos
Master Commando--Master Smuggler

Armorlite Weapons -5084 -6056 Dantooine in Ghost Town
CarissaLeigh
Sat Jan 29, 2005 1:36 am
#8







If we could Felton, please push for us to be able to rename weapons'
crates for the first few months. This would be a quick clean up to any
incorrect numbers that would be listed on them due to the conversion.





That is a VERY good point!!


Every weapon I make has the stats in the name so you can measure/see the slice numbers.


If all the weapons change base stats it will really through all that out of whack for everyone!!



Carissa Leigh
Master Smuggler/Commando
Mos Krayta, Tatooine. Mall is Beside Shuttlepad. (Weapons, Resources, Power)
** ALL Vendors registered on Planetary maps **
SeaRaptor
Sat Jan 29, 2005 1:41 am
#9






Bachreus wrote:

Thank you for the responses. I would like to know more about any resource changes if they are going to happen.



I'll do what I can, but realize that I and all the testers are bound by the NDA. We may not be able to share (though if this becomes an issue, I'll try to get permission).


Also realize that if the devs decide to add new weapons that use resources we don't normally keep around, we'll all be in the same boat there. We'll just have to see what happensif we get anynew schematics.





Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
SeaRaptor
Sat Jan 29, 2005 1:42 am
#10






Amscu_Edfo wrote:
If we could Felton, please push for us to be able to rename weapons'
crates for the first few months. This would be a quick clean up to any
incorrect numbers that would be listed on them due to the conversion.




I'll do what I can. I agree that this could be problematic, and it's something that I've considered before. But there may be technical reasons this can't be done. I will ask, though. Doesn't hurt to do that. =)





Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
dsurfman
Sat Jan 29, 2005 11:35 am
#11

Another question I have concerning this I saw in the discussion about the armor revamp that each weapon will now have three settings...Someone tell me why in the hell a sword would have a setting?!? it is a sword. Same with a scatter pistol it shoots acid cartridges or something like that (best I can do from the parts used:smileyvery-happy. I honestly think that only ENERGY weapond and VIBRO weapons should have some kind of setting. The rest need to be a static damage type that is profiecient against one type of armor, and mediocre or poor on other types...



Celehorn
Imperium Securis
AspiringBountyHunter
Sat Jan 29, 2005 11:58 am
#12






Amscu_Edfo wrote:
Yup. All weapons will be switch over proportionally. Except the DE-10
and the Blacksun Executioner's Hack, which were released into the
game already balanced.






That can be scary. While the hackisn't that exceptional by any means, there are some truely sick DE10 floating around.



- I support keeping & balancing the current combat system You can too
Hicobaja Dalaran Dwarf Hunter
MLS Healer 3204 Enhancer 2202/Neutral Pilot 3434 Soon to be retired
Hicobyw(canceled)
Faithe(e) Dalaran Human Warrior
Master Swordchickie/Master Brawler Soon to be retired along with Hicobaja
ana-mo-cara
Sat Jan 29, 2005 10:40 pm
#13

The point of settings is so that a player can feal free to use all the weapons he or she qualifies for. Nothing is more annoying then looking through your certs to find a weapon to handle a certain target. Like a medium armored opponent. Then you find a medium armor peirceing weapon just for it to be energy and the critter has a 90 percent resist to it.


You have to accept some facts of what happens in a game have to do with balance this is not real life. Otherwise a guy with a rocket launcher would always beat the kungful master. A favorite limerick


Jack be nimble jack be quick jack meet mugger jack give kick jack show quickness jack show skill jack learn bullet quicker still.


The point is the game has some limitiations for gameplay. It simply has to. Otherwise krayt dragons would die at the first rocket launcher hit. The riflemen would snipe the TKA as he sat to catch his breath. A medic could not treat a bleeding wound in combat, and a creature handler would fead you to his pets. The game has to make some sacrafices for gameplay.


In my book a SG82 should be a godsmack gun. Since armor cannot possibly have a good defense against this. Since a good armor would be well ventilated.


By the way I could see how even a melee weapon could be tuned. Depending on what metal was used in the blade. So we could simply say the melee fighter heated the blade and introduced cobalt into its matrix. To generate glassy metal. That imparts a highly focused impact. Amorphous metal is what you might have seen on tv its the one that they set bounceing on a sheet of metal and it bounces for minutes. So even in fanboy logic I suppose you could tune any blade. By changeing its chemical conbinations. Sharpening the metal down. The same goes for a scatter pistol. We could simply say he is changeing the reactivity of the acid. Some would be better for heavy metal armors but poor against say chittin armors. We could say he is decideing between hydochloric sulfuric and hydroflouric acids. We can say the LLC guy could be altering the voltage the current the amplitude to which ever will pass best through an armor. You could say that its harder to use a tuneing for high conductivity thats used for metalic armors to say attack a very nonconductive armor. In which case he will set the LLC to actually generate more heat in an attempt to burn through the armor.
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