Weaponsmith Archive

Thread: Space Expansion Mean Anything To WS?

Redguard
Tue May 18, 2004 10:06 pm
#14

Well I had thought that Combat Modules should have been a Weaponsmith Schematic but they're not. I do hope that they integrate subcomponents into the game. I'm not hopeful because I can see the skill trees now.


1. Propulsion- Engine types


2. Hull Design- Size and shape of the vessel


3. Weapons- Ships guns


4. Shields/Deflectors- Ships Defensive Systems


Just my guess but I feel that they're probably not going to have a great deal of interdependence. We may be able to provide some components but I bet there will be a workaround.






Given the choice between style over substance. I'll take a sandwich.
TheOxygen
Thu May 20, 2004 1:35 am
#15






FreeEnterprise wrote:
That is right kershakk, that is exactly how this should be approached.....involving all crafters in a players quest to outfit their ship....







So basically, you'd be making the shipwright into a less-useful architech. They will have a lot of initial sales, which will then slowly taper off so that only new players will be buying ships. Assuming that there is no useful experimentation on the ship hulls themselves, the main market will be for components, regardless of how they handle who makes them. So then the question becomes, why give an established profession yet another opportunity to make money on a consistent basis? Yes, as people explore space there may be a slight demand for "ground" armor and weapons, however it will level out as people balance out their time, or even prefer one style of play over the other.


While it is a "cute" idea to have a bunch of crafting professions involved, it will more than likely just be a hassle for the shipwrights and the customers. It would also create another profession where there would be no way for the crafter to truly differentiate themselves from their competitors other than on price (see also: any product an architech makes).

Milkent
Thu May 20, 2004 3:46 am
#16

I agree. I like the idea of other professions getting in on the SE, but there has to be a limit so that SW can have something to look forward to. If they make a ship and that is all they are good for, then there is no repeat business because the WS, AS, DE and who ever else, who knows, maybe Chefs will make the food processors or something, then they are worse off then Architects. We will see I guess.


Milkent





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Master Weaponsmith
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Itchybacca
Thu May 20, 2004 4:31 am
#17

As players get new loot drops, they will need SW's to reverse engineer them so they can be rebuilt and customized for their ship.



SW's will be useful after the initial sale, if people want to have better weapons, armor on their ship.



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-Tuckiee MasterBounty Hunter/Carbineer

Brilyn
Thu May 20, 2004 7:58 am
#18

I would like to see it that the Shipwrights are the only ones who can add components to ships.


WS's can make the guns, but only the SW can add it to the ship.





Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
LordMaxx
Thu May 20, 2004 8:51 am
#19

I always thought WS's should supply the weapon part to the combat module for the combat droids...but No...didnt happen. And I think Shipwrights will go in that direction too. Back in beta Sony really thought to try and make all the crafting classes dependent on each other, but that has been put on the backburner to grant ease of play. Guess we'll just have to see

Oh and an Extra WOOT to jeassa for cleaning up the mess I try to one star every one of those posts that come along and send them on their way with a friendly try the trade forum. But they keep coming back

Message Edited by LordMaxx on 05-20-2004 11:53 AM



Maxx Wolfe
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Kershakk
Thu May 20, 2004 6:42 pm
#20






TheOxygen wrote:





FreeEnterprise wrote:
That is right kershakk, that is exactly how this should be approached.....involving all crafters in a players quest to outfit their ship....







So basically, you'd be making the shipwright into a less-useful architech. They will have a lot of initial sales, which will then slowly taper off so that only new players will be buying ships. Assuming that there is no useful experimentation on the ship hulls themselves, the main market will be for components, regardless of how they handle who makes them. So then the question becomes, why give an established profession yet another opportunity to make money on a consistent basis? Yes, as people explore space there may be a slight demand for "ground" armor and weapons, however it will level out as people balance out their time, or even prefer one style of play over the other.


While it is a "cute" idea to have a bunch of crafting professions involved, it will more than likely just be a hassle for the shipwrights and the customers. It would also create another profession where there would be no way for the crafter to truly differentiate themselves from their competitors other than on price (see also: any product an architech makes).








I think it's too early for any of us to really speculate. I do not think that ships will be generic builds with a single line for experimentation. Even base buildscan differ. Perhaps you'd want a speedier craft at first, at expense of armour. Perhaps a slower lumbering brick.


In the end though, leaving out resources and skill tapes, there's not much room for differentiation in just about ANY craftable good now. There is allowance for it sure, but it's not like (at least not for me) that there is a huge market of our customers who say, want to have everything in range. I've not ever seen demand for differentiation in stimpacks or enhance packs - and there are pretty much two streams of armour people want (barring wookiee stuff) - advanced composite with XYZ resistances (as governed by resources) or stun specific advanced composite (with the buffs we have now, encumberance is less an issue). So architects aren't the only people who deal with flat demand type. The problem is for the most part architect stuff never decays save carelessness and that I've always agreed has been a dampner on the profession.


I'm not too keen on your assertion that we are all just trying to get a foot in the door for more money. I'm already going to go shipwright personally; there is no drive for me to allegedly try hamstring the profession to give it to weaponsmithing. It may be 'cute' to you but I fail to see why it cannot work and work well. I also fail to see how allowing shipwrights to build everything outright will suddenly mean people demand different things; though til we see what is experimentable we won't know. Bottom line though, if SOE follows it's usual pattern, there will be a 'most bang for buck' experimentation pattern that will become the norm anyway.


There is plenty of opportunity for shipwrights to have repeat business - I for one hope they do.

BrokenDrum
Fri May 21, 2004 10:46 am
#21

Only ShipWrights canADD components to a ship <-- Best thing from above that I read..


Would make sense. Get the weapons, navigation droid, Armor Plate, or whatever together and take to Wright of choice for a repair or upgrade J.O.B.


In a sense - the Hull sounds like a one-shot. But other future upgrades and repairs is a community effort, then Back to the ShipWright.


Survival Suits from Tailors. Nano Repair Module Components from Bio's. Engines from Architects. Thoughts abound. One profession lacking is CH though. Only thing I can quickly think of is a possible Brain Module for a ship. Kind of creepy, but we will probably go to the Living CPU route someday in RL as well <shrug>. Can a Dancer or Musician make a 3-5 minute Tape that could be played back later for regen without dropping to earth ?? Lots to think about.


Of course none of this matters since Devs never read these pages /sigh




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