Weaponsmith Archive

Thread: Weaponsmiths and JtL

SlaughterMonster
Thu Sep 23, 2004 4:50 pm
#14

ok here's the dealy on WS and JTL


every weapon that is avail for Ships are crafted ONLY by Shipright prof

my friend already mastered and is crafting some bad ass x-wings

missles, guns you name it all made exclusivly by Shipright prof



sorry to all the WS out there but we'll be obsolete in JTL space expansion


good news is there will be moreof a market...hopefully....for those that stay WS cause hey


who want's to camp the krayt graveyard when everyone's up in space with me





Balistia Helsing ~~ Imperial 12pt WS crafter of weapons of mass destruction
Arucard Hellsing ~~ Imperial BH under command of SiN and the Galactic Empire
Vendor's in New Babylon/Talus 909, 414.....custom orders welcome--offer all auction items to "necro loot" vendor please
beccamallawrrl
Sat Sep 25, 2004 3:10 pm
#15


i hope so but i think that we will just have to give subcomponents to the shipwrights.



Master TK & Master Weaponsmith
turboloff
Sun Sep 26, 2004 1:39 am
#16

my oppinion is that the shipwright should require parts from other profession, otherwise the shipwright would be "overpowered". face it; making a ship isnt the same as making a mousedroid or a laser rifle.




-Turboloff-
MWS/TKM
Mesric City Dantooine ECLIPSE
cloctik
Sun Sep 26, 2004 3:37 am
#17

Just be prepared for sales to drop when JTL comes out. They will probably taper back slowly, but still. Armorsmiths and Chefs(Unless there is some type of reflex food etc.)willl have the same prob. I have a bad feeling about how this will hurt the economy. Oh well... i need to quit this addiction anyhow lol.




Cloctik Nasierr

Master Weaponsmith

--== color=#3399ff>Quantum Trade Cartel ==--


1324 -4548 just outside Coronet


EdOWar
Sun Sep 26, 2004 6:52 am
#18






turboloff wrote:

my oppinion is that the shipwright should require parts from other profession, otherwise the shipwright would be "overpowered". face it; making a ship isnt the same as making a mousedroid or a laser rifle.








I fail to see how shipwright would be overpowered by being able to make all ship-related components.In my view making a guild hall or a city hall isn't the same as making a mouse droid or a laser rifle, either. Does this mean that architect is overpowered too? In order to be a viable profession, shipwright needs to be able to make the bulk of ship related components,perhaps requiring onlysome Master Artisan components. If shipwright requires components from weaponsmiths, armorsmiths, artisans and droid engineers, it will be a completely gimped profession and the only people that can compete effectively in it will be guilds and power gamers with multiple accounts (for the record, I'm a power gamer with multiple accounts ).


The ground-based crafting professionswill see a drop in sales for a month or so, but the ground game isn't going to go anywhere. There will still be people who can't afford JtL, or don't want to play a space fighter sim. And even for those who do go into space, eventually the novelty will wear off and they'll get nostalgic for a DW bunker run, hunting NS or going to the Geo caves again. Also, a lot of your competitors are going to take up shipwright, leaving more of the market for those of us who stick things out.


Slim Vargo, Corbantis

Biggens77
Sun Sep 26, 2004 7:54 am
#19






EdOWar wrote:





I fail to see how shipwright would be overpowered by being able to make all ship-related components.In my view making a guild hall or a city hall isn't the same as making a mouse droid or a laser rifle, either. Does this mean that architect is overpowered too? In order to be a viable profession, shipwright needs to be able to make the bulk of ship related components,perhaps requiring onlysome Master Artisan components. If shipwright requires components from weaponsmiths, armorsmiths, artisans and droid engineers, it will be a completely gimped profession and the only people that can compete effectively in it will be guilds and power gamers with multiple accounts (for the record, I'm a power gamer with multiple accounts ).


The ground-based crafting professionswill see a drop in sales for a month or so, but the ground game isn't going to go anywhere. There will still be people who can't afford JtL, or don't want to play a space fighter sim. And even for those who do go into space, eventually the novelty will wear off and they'll get nostalgic for a DW bunker run, hunting NS or going to the Geo caves again. Also, a lot of your competitors are going to take up shipwright, leaving more of the market for those of us who stick things out.


Slim Vargo, Corbantis







very well said. there is no reason for shipwright to be dependant on anyone else. heck as weaponsmiths we are 99% independant, the only outside things we need are control units and power conditioners. most serious weaponsmiths are master artisans so this is no big deal. if a shipwright had to depend on armorsmiths, weaponsmiths and anyone else the professoin woudl be totally uselss and not fun. simple fact iswhen you try to work with someone else you are stuck at there pace and if therepace isnt the same as yours its not fun. yesi know you want to have a mulitplayer experience butsometimes its not the best thing.


new players are goin to have a hard enough time breaking into shipwrighting, the last thing you want to do to them is tell them they need 4 other professons to be able to make things. its not good for future game growth and this game can not discourage any future growth with the other mmos that are due out soon.


yes the ground game will see a decline for a bit but hopefully this influx of people will help revitalize everythign in the long run. and for the record too i am in beta and a power gamer.



Biggens
Master Weaponsmith
Corellia 1060 -4916 (East of Coronet)
Biggens Weapons Stock List And Lower Prices 3/05
Radiant
Taco_Panocea
Mon Sep 27, 2004 1:18 am
#20






Romizzi wrote:

As soon as I found out about the prof Shipwright, this was the first thing I thought.


Go to some of the JTL boards though, and you'll find that most potential shipwrights want to keep everything related to ships EXCLUSIVELY for themselves.


Personally I think it would be a good idea. Armoursmiths too to design better shielding systems. Droid engineers would get alook in too with specialised astromech droids etc... and targeting systems maybe..


I'm not saying SWs shouldnt be able to craft and offensive/defensive systems, but they should be CDEF equivalent, and upgrades could be made by the specialists ... US :-)




Nobody is keeping everything for themselves. The fact that you are unaware of is that all of us that got into beta accepted terms which developers call the "NDA". We cannot post or chat anything about JTL. I dunno the consequences of doing so, i didnt read the whole agreement, perhaps you can get booted off beta for doing so.

Message Edited by Taco_Panocea on 09-27-2004 01:19 AM



Master Force Crafter
TheRealRedi
Mon Sep 27, 2004 2:17 am
#21

For what its worth, my tuppence...


As with certifications on weapons, and the method in which smiths progress through crafting them, why not apply similar effects to the new ships? Z95's and Y-Wings, TIE and TIE Bombers, and the two equivilant Hutt ships are entirely dependant on the Shipwright - he crafts the lot, so in essence they are the CDEF ships. As the ships get higher-end - X-Wing and A-Wing, TIE Agressor and Interceptor, and Hutt's equivilant again - then the Shipwright requires components from the lower end of the Weaponsmith tree for gun/missile emplacements and munitions. Same goes for Armour on the ships - top end ships need top end parts. Droid Engineers will be getting a buzz out of JTL, why cant we?


As you get to the level of Freighters and Muliti-passanger ships, then i would hope it wouldn't entirely be a shipwrights domain: Architects for furniture, Interior Designers for the layout (which will be customisible we're told), Droid Engineers for on-board systems (maybe?)


Add to this the potentials offered with slicing and smugglers about (who won't be able to affect the ships components or overall quality, we're also informed)


Then again, all this said i'd like to add the words "AT LAUNCH" to most of it. I would like to think theres a dedicated JTL team, who dont get involved with the rest of SWG, then the potential might get realised, instead of this becoming a big ol' white elephant


Oob



This place smells faintly of hammers...


im scared...
Romizzi
Mon Sep 27, 2004 4:42 am
#22





Romizzi wrote:

As soon as I found out about the prof Shipwright, this was the first thing I thought.


Go to some of the JTL boards though, and you'll find that most potential shipwrights want to keep everything related to ships EXCLUSIVELY for themselves.


Personally I think it would be a good idea. Armoursmiths too to design better shielding systems. Droid engineers would get alook in too with specialised astromech droids etc... and targeting systems maybe..


I'm not saying SWs shouldnt be able to craft and offensive/defensive systems, but they should be CDEF equivalent, and upgrades could be made by the specialists ... US :-)




Nobody is keeping everything for themselves. The fact that you are unaware of is that all of us that got into beta accepted terms which developers call the "NDA". We cannot post or chat anything about JTL. I dunno the consequences of doing so, i didnt read the whole agreement, perhaps you can get booted off beta for doing so.


-------------------------------------------------------------------------------------------------------------------------------------------------------------------


I didn't mean keeping info for themselves, I meant keeping elements of the proffessionfor themselves.


After reading comments here, I can understand how shipwright would come to depend on other proffs for survival in that field, this isn't a good thing.


However, I was just wishing/hoping that there could be some intergration for us with JTL. Even if it was just a case of weapon PUPs for the ships or something like that.




Romizzi / Eppi / Hapro/ Fingill ---- Infinity
FreeEnterprise
Mon Sep 27, 2004 6:47 am
#23






EdOWar wrote:





turboloff wrote:

my oppinion is that the shipwright should require parts from other profession, otherwise the shipwright would be "overpowered". face it; making a ship isnt the same as making a mousedroid or a laser rifle.








I fail to see how shipwright would be overpowered by being able to make all ship-related components.In my view making a guild hall or a city hall isn't the same as making a mouse droid or a laser rifle, either. Does this mean that architect is overpowered too? In order to be a viable profession, shipwright needs to be able to make the bulk of ship related components,perhaps requiring onlysome Master Artisan components. If shipwright requires components from weaponsmiths, armorsmiths, artisans and droid engineers, it will be a completely gimped profession and the only people that can compete effectively in it will be guilds and power gamers with multiple accounts (for the record, I'm a power gamer with multiple accounts ).


The ground-based crafting professionswill see a drop in sales for a month or so, but the ground game isn't going to go anywhere. There will still be people who can't afford JtL, or don't want to play a space fighter sim. And even for those who do go into space, eventually the novelty will wear off and they'll get nostalgic for a DW bunker run, hunting NS or going to the Geo caves again. Also, a lot of your competitors are going to take up shipwright, leaving more of the market for those of us who stick things out.


Slim Vargo, Corbantis








Because unlike the current system, once JTL is released ships will be the only items purchased........as it is now houses are not the only item required to play SWG, ships are the only item required to play JTL. So.....I am pretty sure you can figure the rest out on your own....



From the rest of your post I can only gather 1 of 2 things, either you are planning to do shipwright outright once JTL comes around, or you are burying your head in the sand......there will be NO groundgame once JTL comes out, sure it will exist, and sure some people might play it, but I am betting somewhere in the neighbourhood of 5% of the potential customers will be all thats left. Thats 5% of the credits currently being spent on groundgame related equipment.....sorry, but thats not enough return for me, going from 200 sales a day to 10........ I am keeping my hopes up that the devs see how badly this is going to destroy the current playerbase that are crafters, and pull something out of their bag of tricks to keep us subscribed.

Message Edited by FreeEnterprise on 09-27-2004 09:51 AM



Ravage O'Reilly
Master Weaponsmith
Wandering around Tatooine in a drunken stooper
TekKellatt
Mon Sep 27, 2004 6:55 am
#24

Not sure if its been actually covered yet but they (the devs) have actually said that ship wright will be totally self sufficient and not have to rely on other crafters. But I agree it would be a bit more cool if they got the weapon systems from us and the armor from the AS's. At the same time, keep in mind that we are really not dependant on anyone else if we don't want to be (I know I really don't need another profession to get anything for me). And I don't see why an AS would need to rely on someone else, they are given enough skill points to get enough of a combat prof and enough scout skills to get what they need. I don't mean to neglect the other craqfters here, I jsut don't want to list each professions reason for being self sufficient. Would seem a bit unfair that they would have to depend on someone else to do what they need to do.



Makiino
I've found no people for killing time, so I found time for killing people
[Combat Medic] - [Master Rifleman]
Melting Imperials, from the IMPside out

EdOWar
Mon Sep 27, 2004 8:47 am
#25






FreeEnterprise wrote:






EdOWar wrote:





turboloff wrote:

my oppinion is that the shipwright should require parts from other profession, otherwise the shipwright would be "overpowered". face it; making a ship isnt the same as making a mousedroid or a laser rifle.








I fail to see how shipwright would be overpowered by being able to make all ship-related components.In my view making a guild hall or a city hall isn't the same as making a mouse droid or a laser rifle, either. Does this mean that architect is overpowered too? In order to be a viable profession, shipwright needs to be able to make the bulk of ship related components,perhaps requiring onlysome Master Artisan components. If shipwright requires components from weaponsmiths, armorsmiths, artisans and droid engineers, it will be a completely gimped profession and the only people that can compete effectively in it will be guilds and power gamers with multiple accounts (for the record, I'm a power gamer with multiple accounts ).


The ground-based crafting professionswill see a drop in sales for a month or so, but the ground game isn't going to go anywhere. There will still be people who can't afford JtL, or don't want to play a space fighter sim. And even for those who do go into space, eventually the novelty will wear off and they'll get nostalgic for a DW bunker run, hunting NS or going to the Geo caves again. Also, a lot of your competitors are going to take up shipwright, leaving more of the market for those of us who stick things out.


Slim Vargo, Corbantis








Because unlike the current system, once JTL is released ships will be the only items purchased........as it is now houses are not the only item required to play SWG, ships are the only item required to play JTL. So.....I am pretty sure you can figure the rest out on your own....



From the rest of your post I can only gather 1 of 2 things, either you are planning to do shipwright outright once JTL comes around, or you are burying your head in the sand......there will be NO groundgame once JTL comes out, sure it will exist, and sure some people might play it, but I am betting somewhere in the neighbourhood of 5% of the potential customers will be all thats left. Thats 5% of the credits currently being spent on groundgame related equipment.....sorry, but thats not enough return for me, going from 200 sales a day to 10........ I am keeping my hopes up that the devs see how badly this is going to destroy the current playerbase that are crafters, and pull something out of their bag of tricks to keep us subscribed.


Message Edited by FreeEnterprise on 09-27-2004 09:51 AM




Yes, I plan to do shipwright, but I also intend to keep Weaponsmith as well. I'm not sure where you get the idea that there will be almostno ground game once JtL goes live, other than from your imagination. I have read plenty of posts from people saying they have no intention of buying JtL or going into space.


No doubt, ground based sales will drop noticeably, but again it will only be for a month or so. Granted, people who get JtL will split their game time between space and ground, but that's not the same as spending all their time in space. Remember, the combat revamp is supposed to come out a month or so after JtL (provided it isn't delayed again). This will spark new interest in the ground game.


Making shipwright dependent on 3 or 4 different types of smiths will completely gimp the profession. No other crafting profession has that level of interdependency. If you want a piece of the space game, then become a shipwright.


Slim Vargo, Corbantis
FreeEnterprise
Mon Sep 27, 2004 10:00 am
#26






EdOWar wrote:





FreeEnterprise wrote:






EdOWar wrote:





turboloff wrote:

my oppinion is that the shipwright should require parts from other profession, otherwise the shipwright would be "overpowered". face it; making a ship isnt the same as making a mousedroid or a laser rifle.








I fail to see how shipwright would be overpowered by being able to make all ship-related components.In my view making a guild hall or a city hall isn't the same as making a mouse droid or a laser rifle, either. Does this mean that architect is overpowered too? In order to be a viable profession, shipwright needs to be able to make the bulk of ship related components,perhaps requiring onlysome Master Artisan components. If shipwright requires components from weaponsmiths, armorsmiths, artisans and droid engineers, it will be a completely gimped profession and the only people that can compete effectively in it will be guilds and power gamers with multiple accounts (for the record, I'm a power gamer with multiple accounts ).


The ground-based crafting professionswill see a drop in sales for a month or so, but the ground game isn't going to go anywhere. There will still be people who can't afford JtL, or don't want to play a space fighter sim. And even for those who do go into space, eventually the novelty will wear off and they'll get nostalgic for a DW bunker run, hunting NS or going to the Geo caves again. Also, a lot of your competitors are going to take up shipwright, leaving more of the market for those of us who stick things out.


Slim Vargo, Corbantis








Because unlike the current system, once JTL is released ships will be the only items purchased........as it is now houses are not the only item required to play SWG, ships are the only item required to play JTL. So.....I am pretty sure you can figure the rest out on your own....



From the rest of your post I can only gather 1 of 2 things, either you are planning to do shipwright outright once JTL comes around, or you are burying your head in the sand......there will be NO groundgame once JTL comes out, sure it will exist, and sure some people might play it, but I am betting somewhere in the neighbourhood of 5% of the potential customers will be all thats left. Thats 5% of the credits currently being spent on groundgame related equipment.....sorry, but thats not enough return for me, going from 200 sales a day to 10........ I am keeping my hopes up that the devs see how badly this is going to destroy the current playerbase that are crafters, and pull something out of their bag of tricks to keep us subscribed.


Message Edited by FreeEnterprise on 09-27-2004 09:51 AM




Yes, I plan to do shipwright, but I also intend to keep Weaponsmith as well. I'm not sure where you get the idea that there will be almostno ground game once JtL goes live, other than from your imagination. I have read plenty of posts from people saying they have no intention of buying JtL or going into space.


No doubt, ground based sales will drop noticeably, but again it will only be for a month or so. Granted, people who get JtL will split their game time between space and ground, but that's not the same as spending all their time in space. Remember, the combat revamp is supposed to come out a month or so after JtL (provided it isn't delayed again). This will spark new interest in the ground game.


Making shipwright dependent on 3 or 4 different types of smiths will completely gimp the profession. No other crafting profession has that level of interdependency. If you want a piece of the space game, then become a shipwright.


Slim Vargo, Corbantis




I beg to differ, all of us are "gimped" by your standards. We should be omnipotent crafters able to make droids, food, clothes, structure, weapons and armor. This is in essence what shipwrights are, the sole crafting class for JTL.




Ravage O'Reilly
Master Weaponsmith
Wandering around Tatooine in a drunken stooper
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