Weaponsmith Archive
Thread: Tell me wonderous creators why the heck don't weaponsmiths make weapons for starships ??????
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PluG
Mon Nov 01, 2004 11:23 pm
#14
groovysplat101 wrote:Yeah...this is a great idea! You could do loads of cool stuff, like putting a shoulder strap on an ion cannon, and a trigger, and letting players run around with them! You'd need to get the shoulder strap from a tailor though.../end sarcasmSeriously...do you really think that building a rifle requires the same skills as building a Starship blaster? If you do, you might need to read up on your SWTech a bit. Think about it. Look at what componants are in a Starship, connected with the weapons. Constructing the capacitor alone is a major task...but it is part of the weapons systems, so by your logic, weaponsmiths should make it. If you read EU (and I know the Wraith Squadron books cover this), most blaster weapons will not work in a vaccuum. You're trained on atmospheric weapons...your T21 wouldn't work if you tried to fire it in space. It needs to be vacuum sealed. Starship armour and personal armour are VERY different things. Starship armour is sacrificial. The armour gets superheated by blaster fire, and boils off into space. It absorbs the blaster bolt energy, thus protecting the hull. Thats nothing like what Stormtrooper armour does. Stormtrooper armour is designed to absorb and deflect a blaster bolt, turning a fatal wound into a survivable one. Very different technologies, very different scales.Just because you can make small, compact versions of something, doesn't mean you can make bigger ones. Its not just a case of scaling things up...its much more complicated than that.
QFE
Post of the year!
Brilyn
Tue Nov 02, 2004 10:38 am
#15
< Only the T21 roughly resembles anything on the size and scale of ship-mounted weapons. >
Actually, the Heavy Weapons for the Commando are on par with the Heavy Blasters, if not the Advanced Blasters. 
But I don't agree that WS should be producing weaponry for Pilots.
I *do* wish that some WS *Components* were incorporated into some new SW schematics.
Make a Mark IIb Space Bomb Launcher that needs the Heavy Warhead as an Optional Component. Without it, it's the same as a standard Space Bomb Launcher.
With a *good* Heavy Warhead installed, it has an increased Ammo Capacity, but reduced Fire Rate. Or some such.
Not, this is pretty similar to the way the Geonosian Reinforcment Core Schematic works, compared to the Advanced Reinforcement Core. White/Green cubes make a standard Core. Anything else is a bonus.
Brilyn
Tue Nov 02, 2004 3:08 pm
#16
< If Sony had a clue they could have made shipbuilding as such: >
No, if sony had 'done things the way *you* wanted them' they could have made shipbuilding like that.
I suppose you're going to tell me you're going to gather 7mil resources on your own?
Message Edited by Brilyn on 11-02-2004 10:19 PM
EdOWar
Tue Nov 02, 2004 4:44 pm
#17
d0qtrX wrote:
If Sony had a clue they could have made shipbuilding as such:
Architects to the chassis, furniture inside
Armorsmith the armor plating and shields
WS do the weapons and engines
Tailors do the cloth for the seats, and other synthetic materials
DE's to make astromechs
But that would have required some THOUGHT and PLANNING, and people would have to WORK TOGETHER as it would be nigh impssible to solo shipbuilding...
Message Edited by d0qtrX on 11-02-2004 02:58 PM
I think Sony did a pretty good job as is with the shipwright profession. I think it's quite evident that they did put a lot of thought and planning into shipbuilding, even if you don't like the way it's turned out. Working together is fun when you're in a group doing missions, fighting tough mobs or going to a tough dungeon. But relying on 5 or 6different peopleto put together a ship so you can go into space would be extremely frustrating and no fun at all.
Slim Vargo, Corbantis
d0qtrX
Wed Nov 03, 2004 1:56 am
#18
MULTI-POST madness1!!!
Message Edited by d0qtrX on 11-02-2004 02:59 PM
Va-Mei
Thu Nov 04, 2004 4:24 pm
#19
"Working together is fun when you're in a group doing missions, fighting tough mobs or going to a tough dungeon. But relying on 5 or 6different peopleto put together a ship so you can go into space would be extremely frustrating and no fun at all."
How many people did you rely on to outfit your dungeon party? Let's see... Armorsmith, Weaponsmith, Chef, Tailor, Smuggler, Doc, Dancer, Musician, & quite possibly a Droid Engineer or Creature Handler. The only crafts you didn't need to gear up your party so far, were the Architect, Scout/Ranger& the Artisan.
Of course the AS, WS, Chef, Tailor, Doc, & DE would have been SOL without the structures the Architect supplies. The AS, Chef, & the Doc wouldn't be much good without the Scout/Rangers, & I'll bet you did bring power-ups & rode a bike to get where you wanted to be, so you neededthe Artisantoo. And, unless you do your shopping at the local bazzar or face to face, you made a stop at a Merchant's vendor before you left, and again to pawn off your loot.
To go play theother half of the game, who do you need? A Shipwright, who makes use of the Architect & possibly a Merchant.
Message Edited by Va-Mei on 11-04-2004 03:30 PM
SmugglinZane
Fri Nov 05, 2004 9:53 am
#20
SOE has stated that the feedback it got back from the player base is that space and ground should be kept seperate.
Although I think they misinterpreted this, they need to come to one simple realisation... shipwright is a ground based profession. It irks me to no end that I need to seek a master artisan in order to craft a certain weapon, but a shipwright does not need anything from any other profession. If one crafting profession is required to be dependant on another, they all should have some sort of interdependance. I'm not asking to craft their weapons, I'm saying that their excuses of attempting to create more player interaction are bogus and their designs and actions prove me right.
Zane
EdOWar
Fri Nov 05, 2004 10:34 am
#21
SmugglinZane wrote:
SOE has stated that the feedback it got back from the player base is that space and ground should be kept seperate.
Although I think they misinterpreted this, they need to come to one simple realisation... shipwright is a ground based profession. It irks me to no end that I need to seek a master artisan in order to craft a certain weapon, but a shipwright does not need anything from any other profession. If one crafting profession is required to be dependant on another, they all should have some sort of interdependance. I'm not asking to craft their weapons, I'm saying that their excuses of attempting to create more player interaction are bogus and their designs and actions prove me right.
Zane
I agree with you. Shipwright should have at least a small degree of interdependence, such as on some Master Artisan components, similar to WS, AS, etc. I just don't think whole sections ofshipwright should be farmed out to other professions.
Slim Vargo, Corbantis
Noaso
Fri Nov 05, 2004 5:37 pm
#22
Good arguments for both sides. I wouldn't care one way or the other if I were able to move anything. My sales have driedup since JTL came out. I don't know how it is on other servers, but on Tempest, 5% of the smiths control 95% of the business. My 5% of that business has been practically nothing of late. Meanwhile, the SW and DE across the street are going gangbusters....
HAWKE61
Fri Nov 05, 2004 5:53 pm
#23
Frankly i was a little upset Ws's didnt get anything for SW. But now that i am both i really dont care
Aside from the differntteir levels, repair kits and customization kits there really isnt a heck of alot SW's make so i think the devs worked this out fine. I have slowed down as well cept my grenades and special orders which is fine by me. Give me more time in space.
=_= HAWKE ENTERPRISES =_=
HAUKER'S WEAPONRY & MUNITIONS
12 PT. MASTER OF WEAPONS/11PT MASTER ARTISAN
MASTER SHIPWRIGHT/HAWKEFLIGHT SHIPYARDS
SHADOWFIRE, POLIS, NABOO -165, 5095
DEEDS, RESOURCES, LOOT, ARMOR, UBER STIMS
THE BEST 3 & 4 MOD POWERUPS ALWAYS
Message Edited by HAWKE61 on 11-05-2004 06:54 PM
Va-Mei
Fri Nov 05, 2004 10:38 pm
#24
"My sales have driedup since JTL came out. I don't know how it is on other servers, but on Tempest, 5% of the smiths control 95% of the business. My 5% of that business has been practically nothing of late. Meanwhile, the SW and DE across the street are going gangbusters...."
Yep, same here. I've picked up my factories andstopped harvesting WS materials in favor of simple mining. I've been making way more $$$ supplying radioactiveso the shipwrights can power their harvesters, than I've been doing with weapon sales. I can't give weapons away lately.
Still gotta pay the bills, and smithing ain't doing it.
CTRL_ALT
Sun Nov 07, 2004 6:49 pm
#25
Shipwrights know the physics and hull design for a ship. They know how the engines work, controls work, and how the weapon/shield systems work. Weaponsmiths could design the weapons for a ship, and allow the Shipwrights to implement them. Droids could die, and Droid Engineer could be a very lucrative business. I don't think depency on multiple professions is a bad thing, people act like they have to be capable of building anything with their own points. Is it so hard to find a tailor, smuggler, or someone to make you a schematic with resources you provide? SOE could fix ALOT of things in the game, but right now they are just trying to work with what they have, attempting to make the game "fair" for all. What is with the comparisons with ship weapons and human-held weapons? There is no good similarities between a SG-82 and a survival knife, weaponsmiths have knowledge about all weapons and are capable of learning about new weapons. We aren't that onesided are we?
BTW, i'm a Master Weaponsmith who sells unsliced weapons and still makes good sales.
I'm a Master Droid Engineer who has a profitable business.
Been on break from SWGfor 2 months 
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