Weaponsmith Archive
Thread: Compilation of Weaponsmith Issues (11/26/03)
Weapon enhancements
These need to be percentage based, just like slicing or powerups.
The way it is now, it makes no sense for a weaponsmith to enhance anything other than pistols because the percentage gain on a rifle or carbine is much less than that of a naturally low damage pistol and the cost of enhancing a rifle or carbine is much greater in terms or risk and cost of enhancement.
I'm sure this is all being addressed already in the combat balance pass, but as it stands now, thing are getting worse with the introduction of the nightsister vibro units creating the same inbalance for melee weapons.
Hi
First post from a noob novice weaponsmith, so be gentle with me.......
From all of the above discussion, it would appear that there is concensus that making a living as a noviceWS is not very easy. That is my (limited) experience too. It seems to me that there could usefully be some adjustments to the WS skill tree which could make this profession more rewarding without having to make Master.
Admittedly, these are 'top of head' thoughts for discussion:
1. A 'tailor made' weapon, that is crafted for a specific person should be better than a factory/standard one. This is easy to justify (better fit, adjusted totheir physique etc.) and is mirrored in RL - how many top golfers use standard shop bought clubs? I personally feel that this is much more like the type of character I want to play rather than someone churning out factory weapons in the drive for credits. My ego would rather have someone in the game bragging about having a weapon made by me! After all, the tailored weapon is only going to be slightly better than standard and for the user, it is all about bragging rights really!
2. How reasonable would it be to let Master WS' use less than perfect resources but get the same final quality as a novice using 'perfect' (i know there is no such thing) ones. That way, a novice 'could' make a weapon as well as a master, but only by using top notch rare resources wheras a master can use more common ones. This might be similar to experimentation, but you use the skill points you have to adjust a resources attributes (which would have to be capped in some way). Maybe, 1-10 pts available which allow 100 pt adjustment each. I haven't really thought about the detail too deeply, but feel it might actually allow some proper experimentation with resources to gain the best from what you've got to work with.
3. Apprenticeships should be more symbiotic releationship.Together, a Master & Novice should get a benefit from their alliance. Not too sure what that might be, but it makes working together more integral to the game - maybe the novice can craft to the masters skill but only on the schematics that he holds? i.e. the novice can churn out rifle barrels with max. experimentation etc, but can't assemble the finished article because he doesn't have the schematic. Naturally, the components would be given to the Master for final assembly
. This would probably need a serious reworking of the schematics, but I'm sure you see what I'm driving at.
Ybagi wrote:
Weapon enhancements
These need to be percentage based, just like slicing or powerups.
maz_r wrote:
1. A 'tailor made' weapon, that is crafted for a specific person should be better than a factory/standard one. This is easy to justify (better fit, adjusted totheir physique etc.) and is mirrored in RL - how many top golfers use standard shop bought clubs? I personally feel that this is much more like the type of character I want to play rather than someone churning out factory weapons in the drive for credits. My ego would rather have someone in the game bragging about having a weapon made by me! After all, the tailored weapon is only going to be slightly better than standard and for the user, it is all about bragging rights really!
I'm not a wep smith but a stun carbine would be nice (only range wep that doesn't have a stun type).
FYI, quoted from swgcraft.com
"" It looks like current structure of the resource database has hit the point where it is no longer optimal for the amount of data it contains. Some recoding is needed to fix this but for the moment I have archived off all resources that were marked unavailable over a month ago.
At the moment there is no way to access these archived resources from the site. This will not affect the current resources in any way but anyone wanting to look up information for old resources will be out of luck.
This should hopefully stop the site griding to a halt when the concurrent user count gets as high as it has been. Fingers crossed! ""
I'd also like to add:
non-existant schematics for rantok swordsand scythes
rancor teeth should be used to enhance a sword core, not replace it (which is what makes them so useless currently)
whoot we got a scythe schematic thats we cat make with out combatmodels in our template or rely on friends to loot for us or pay incredibly hi prices just to make them and you hear every one saying that 'all crafters gouge' sure sure thanks guysnow we really will have to charge a million +cr for the scythesanother pain in the next schet that really isnt worth the effor to to even bother with i need looted items and more looted items hey just make the dang things drops and thell WS goodby if i cant make it from a schet and im a master WS then why is WS even in the game? i didnt agree withit when you did that to the AS with RIS armouroh and to heres the kick in the pants i have to have a swordsman go get the schet for me the NPC wont even talk to me atleast the RIS quest the AS got not some combat cutout likethe averagepure combat is even gonna know whattitanium aluminium is is that titanium or aluminium
nice tri guys im only one guy here but i pay good money every month to be a CRAFTER not a combat model running around with a RP cuz thats my only cert (cdef yeah rite that got thin the first week after release)
OH one more thing i would like to see SPEED and DAMAGE seperated on the experimental quality of a weapon a weapon doenst do more damage as it gets faster it gets SLOWER try a 2handed sword the more RAW damage it does the more it weighs the more it weighs the slower it is UNTIL you get used to the weight and LEARN how to make it move faster one is HOW it is USED the other is HOW it is MADE this goes back to the customization of weaponsevery one want the weapon that does the MOST amount of DAMAGE period the endDoT counts a faster weapon does more DoT and a weapons raw damage is obvious if these were seperated in to 2 differnt categories the customer could choose which is rite for them (or us WS can figure out the math ourselves for Dot) and choose oh this weapon needs speed that weapon needs damage
Logix wrote:
aSword-specific enhancement, et cetera. If you design an enhancement with only one weapon in mind, you're less likely to end up with it being too powerful or not powerful enough.