Weaponsmith Archive
Thread: whats the point of these new weapons?
EdOWar wrote:
However,combat typesdo need a purpose to keep fighting. After all, theentire SWG economy is based on combat: weapons, armor, droids, pets, meds, spice, food buffs, power-ups...virtually everything crafters make supports combat in this game, whether directly or indirectly. Combat characters drive the economy already, because they are the ones buying our goods. If they get bored with the game and quit, then we lose our economic base, and the game DIES! As unfortunate as it may be, there needs to be a loot system to keep these players in the game, so that the rest of us crafters can stay in the game. Lootable crafting schematics, while perhaps imperfect, is the best solution I've seen to keep both sides happy.
I hear you, Slim, but I'd have to disagree with the assertion that loot schematics of this nature are the best solution to keep combat oriented players in the game. I'd say it's the easiest, but certainly it is a far cry from the best.
As you stated, the economy is basically driven by combat - and this is true. What it should be keeping combat oriented folks interested, though, more specifically, is a particular combat - the GCW.
Frankly I feel that IS the essense of Star Wars. I'm sure most, if not all of us had visions of participating in a massive galactical struggle at all levels, feeling involved in the Star Wars universe. GCW needs a serious revamp and that I feel is the best solution - but certainly it is not the easiest.
I'm not an active GCW participant but judging by posts and limited experience - it's highly lacking. A Rebellion mission may very well consist of taking out a production facility of TIE engines, and you can do this and earn Faction, which is a reward of dubious value to begin with - but this act really achieves nothing, it he grand scale. If you didn't generate this mission, the building wouldn't exist, and certainly it's destruction has no impact whatsoever on anything saving some credits and some faction. Eventually both of these really don't mean anything to an ultra rich Brigadier General.
The dev team try to push the responsibility onto us - that we have to create our own content. I say that is sheer laziness. It's like having a Dungeon Master in an old style table top RPG just dozing in his chair, occasionally waking up and saying "Oh do what you think's best, here have this D20" or "What? You want to know what this area is for? What do you think it's for! Create your own content!" I realise creating a dynamic world in this case is heck easier than a dynamic world on something like SWG - but it would be worth it.
No one really has fame in a good way ... though I could very well be mistaken. But from my perspective I cannot identify any player and say "That's the guy who single handedly blitzed into a top secret Imperial base, laced it with explosives and blew the whole thing up, setting back production of AT-STs by a month, and that's why there aren't any on this planet" type of thing. I only recognise people from forum posts as "That guy who brags all the time" or "That person who is an attention seeking troll".
If you look at the GCW correspondent's posts - the potential is easily seen. If they implemented even half of his ideas, it would give the entire game a whole new aspect. Even ideas for crafters to fully participate in the GCW without needing to enter combat. I'm sure we weaponsmiths should be able to earn faction by supplying weapons. It'd be a nice mission spinner for us, instead of finding resources for us to get asked to produce a crate of weapons to supply a particular area. It'd be even cooler if based on frequency or amount of weapons donated would have a direct impact on the attack strengths of faction NPCs.
Instead we are stuck with uber loot. Yay!
GrandMufTartkin wrote:
(alot of good stuff)
another problem you left out are "resource bandits" all these ppl with zero or just novice survey skills, putting down an army of heavy harvestors, making mass amounts of money selling resources as a 2nd income, when they are a master commando/bounty hunter/or (insert other non-crafting class here). The ability to place a harvestor should be directly tied up with your skills in some way, I say you need at least some skill to plant a giant machine on a barren planet. its too **edit** easy for these people to pump out millions of creds in resources.
Combat characters are already rich. I've heard of plenty of combat types bragging how they can get 20Kfrom missions in 10 minutes. So they don't need crafting to be rich (likewise, there are plenty of crafters, like me,who aren't multi-millionaires).
However,combat typesdo need a purpose to keep fighting. After all, theentire SWG economy is based on combat: weapons, armor, droids, pets, meds, spice, food buffs, power-ups...virtually everything crafters make supports combat in this game, whether directly or indirectly. Combat characters drive the economy already, because they are the ones buying our goods. If they get bored with the game and quit, then we lose our economic base, and the game DIES! As unfortunate as it may be, there needs to be a loot system to keep these players in the game, so that the rest of us crafters can stay in the game. Lootable crafting schematics, while perhaps imperfect, is the best solution I've seen to keep both sides happy.
On the issue of non-artisans with harvestors, who cares if they get rich selling resources. Nothing stops you from doing the same. All these additional resource suppliers help to keep resource prices lower than they would be otherwise, and they provide an additional market for Architects. Nerfing other players because you resent their efforts to get ahead doesn't help any of us.