Weaponsmith Archive
Thread: Weaponsmiths and JtL
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
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
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.
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 :-)
Message Edited by Taco_Panocea on 09-27-2004 01:19 AM
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.
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 :-)
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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.
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
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
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.
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