Weaponsmith Archive
Thread: How would you feel if Harvestors had certification, and only way to use heavy was to master Artisan?
Simple solution if they want this, make harvesters destroyable ie targetable. I'll make it my mission to go out and eradicate every single harvester i come across. Neutral/Imp/Reb it won't matter they will be gone like a durni lair.
"How would you feel if Harvestors had certification, and only way to use heavy was to master Artisan?"
VERY pissed off.
But then I suppose I could start charging 300cpu on all of my goods instead of 30.
Whrlwnd13 wrote:
As an MA& WSI feel that harvester certs would be a bad idea.
I think it would have a drastic effect on the price of resources and would hurt the ingame economy. It would surely hurt Architects (which are becoming increasingly harder to find lately)
I find it humorus that the MA's that are for this idea can't even make the Harvesters (mediums & Heavies) that they want to be the only ones to have the cert for.
Unfortunately there is currently little reward for holding the MA skill box.Perhaps Masters should be able to place Mediums or Heavy's on rougher terrain, or get an increase to surveying. But to be the only ones allowed to drop a medium or Heavy harv is extreme.
I've already posted on this topic in the Artisan forum, but I'll recap here:
Harvestor certs for Artisans is a bad idea, for numerous reasons:
1) The most obvious first: fewer resource provides means lower supply. Lower supply without any change in demand means an increase in resource costs (mostly likely a dramatic increase), which in turn means an increase in the cost of items produced. People are already complaining about inflation in the economy; this would only make things worse.
2) At the same time prices are increasing, non-artisans have lost a potential revenue stream. So they have to pay more for the stuff they need, and they'll have less money to pay for it.
3) It will kill the Architects. Harvestors are one of the most profitable items for architects. By limiting them to only Artisans (or Master Artisans) you'll be reducing their customer base by at least a factor 3, and probably a lot more than that. Architects need more love, not more grief. ![]()
4) Artisan is a basic profession. It's not supposed to be a way to make millions. It's not supposed to have more substance (for lack of a better word). Master Artisans can already do far more than Master Merchants; they don't need to have sole control over heavy harvestors on top of that. Artisan is a stepping stone to an elite crafting profession, where they can truly make big bucks, in the same way that Marksman is a stepping stone on the way to Rifleman. Once you master Rifleman, you can take on tough creatures, clean out the Geo caves or do high-payout missions on the adventure planets to earn the big bucks.
5) This is not an issue of someone getting something for nothing. The 14 points Artisans put into the Survey line gives them ability to survey and hand sample. This is something no other profession can do. This ability gives Artisans a huge advantage in using harvestors, but the ability to place a harvestor is for everyone in the game, including Artisans.
6) Because a Commando can place a havestor in no way diminishes the Artisan profession. Commandos can't survey, they can't make vehicles or basic tools, they can't run a vendor, just like an Artisan can't use a flamethrower very effictively. Nothing stops Artisans from also placing harvestors and making as much money as a Commando in selling resources.
7) The only advantage a large guild gains from harvesting is that they can stockpile more resources. There is no economies of scale in SWG, so the cost of harvesting resources is the same whether you run 10 harvestors or 100 harvestors. The only determining factor is the % concentration of the resource, and you don't have to be in a guild to plant a harvestor on a 90% spot. (Technically, a large guild would have a higher cost per unit for harvesting, since it's much harder to concentrate 100 harvestors on the highest concentration spot than it is to place 10 harvestors on that spot. 100 harvestors would have to be spread over a larger area, thus decreasing the average% yield and raising the average per unit cost for harvesting).
My only addition is this. I pay for two toons here. I use them both for harvestor placement. One is a MW/MM/MA the other is a warrior class. So I have to ability to use these harvs, even if they implement the certs. If someone is harvesting and isn't even an Artisan, they have to be using someone for the location since they can't survey themselves.
If this happened I will use my non artisan for all structure placement and my crafter for all mining, but it would be a major pain.