Weaponsmith Archive

Thread: Focus Thread: Regaining the Challenge

Mogro
Mon Oct 03, 2005 11:47 am
#27

PROBLEM:

CU was supposed to make more weapons viable, but only worsened the situation.



SOLUTION:

Turn weapon crafting as we know it upside down...


All weapons become modular, the weapon itself is only the appearance, or the shell of the weapon, and as such, have no stats. The weapon "bodies" have no CL requirements, though they MAY have skill requirements.


The Components are the key. Components will have condition, regular sats, andCL requirements, CL will raise as the component is experimented on, to a cap of 54 (CL). Components can be switched in and out of a weapon "body" (restricted by specific requirements for a given "body" ie: laser rifle bodyonly accepts blaster power handlers, blaster barrels...). Weaponsmiths focus on creating and selling components, which can then be switched out by the consumer. Including scopes, stocks, power handlers, feeder mechs, barrels, all that jazz.



EFFECT:

Viablility of a weapon no longer depends on what the weapon looks like (read: what model of weapon one owns), as it would all depend on the components.



ISSUES THAT WOULD NEED TO BE WORKED OUT:


  • Elemental Damage: Maybe give some weapon bodies a built in elemental stat...

  • Final Stats: Thought would have to be put into the final combine algorithm...

  • Handling of condition given multiple sources of components with condition stats, plus ADKs

  • I'm sure there's plenty more issues that would surface...



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ShugFlurry
Mon Oct 03, 2005 11:53 am
#28

Stick elemental damage is as a %, 50% means half of the damage is elemental half is base.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Maceey
Tue Oct 04, 2005 8:39 am
#29


I think the only way to improve our profession on the short term is RESIST. I don't think it's hard to even "enable" for the devs. Every npc/creature and player has resists.(be it armor or jedi/tkm innate armor) The creatures and npc's all have a resist no mather what armor or clothing skin they have on that's just fine with me. I would just wish we could see them like pre-cu. Remember lord nyax? DXR6 rifle would own everything else except maybe a exceptional weapon. This may should unfair if you only look at 1 special npc. But every profession has certain elemental damage types right now. Might have to rebalance(give them elemental)some weapons or add new ones(new expansion anybody???).


We could still keep our kinetic and energy as main damage. But if you increase the elemental damage a bit to say 100-200 dmg it could make a nice difference. Let me try to make a example.


Creature X

Kinetic 10000

Energy 9000

Heat3000

everything else 9000

etc


Creature Y

Kinetic 9000

Energy 10000

Electricity 3000


everything else 9000

etc


Now these are made up numbers i'm guessing creatures might even go higher. So for creature x you would go energy and if possible Heat. For Creature Y electricity.

I also believe this would help make commando more usefull since they have the highest amount of elemental dmg on weapons.


Now lets say 3000 is about 30% resisted. Now 9000 would be around 58% according to the armorsmith faq.


200 heat damage. 30% = 140 dmg done 60%(58) = 80 dmg done.


Like this it would be a nice advantage to have the elemental since the energy/kinetic are both kind of high. Now i'm not saying all creatures should have 1 low stat and make kinetic/energy completely useless. But i think it would be a nice change.


For our armorsmith friends i also beliebe it would be best to have certain creatures do some elemental damage as well. Remember the pre-cu Corvette armorsuits? High on energy. And the stun suits for pvp. Now offcourse for pvp there would come like a most used elemental weapon and most people would want resists against it. But still it would give us so much more choices when we are crafting our items.




Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
JediAsh
Fri Oct 07, 2005 2:48 am
#30

As a consumer I'd love to see a bigger variety of weapons to use when your CL80. There are alot of things a WS can make that just isnt worth it since you can level from CL1 to 40-50 in a few hours with the right group.
And elemental damage/resists really needs to be rexamined. It was supposed to be the way to make the CU 'different' and 'exciting' but its like they never followed thru with all of it. Maybe its coming the the "crafter revamp"? lol




Ashmanos Lohi
* HOBO*
Ashye Rober
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Lythand
Mon Oct 10, 2005 7:02 pm
#31

I think raising or removing the damage caps would be nice.


I also like the Idea of Reverse Engineering of looted weapons. Maybe even broken weapons. Were you would maybe get a random companant or a couple of componants. Even make it to where if you reverse engineer a broken ALR, you could get a small percentage of finding 3 Blaster Power Handlers that were made with powercells.


What about introducing the ability to alter the dmagae type. If I craft a scatter pistol, let me choose if it will be damage or energy.


Alow us to change the elemetal type.


Balance the TKM so that melee players come back to life allowing us to sell Melee weapons again.


Just a few ideas. If Im get more I will post them




Tempist De'Oro -Bounty Hunter


Bendermere -12 Point Weaponsmith

Weapons Shops located 5233, -6167 Rori and -640, 3190 Dantooine
maigy
Mon Oct 10, 2005 9:30 pm
#32



Here is waht I would love to see removing weapons caps would be cool, but I would prefer to see weapons no longer becerted by level or skill box... anyone can use any weapon, jsut some peopel would be much more effective with it depending on profession. That is what I would like to see.... this would also make all weapons essentially level 54... just without the level 54 cert... I would love to use a Sword as a master swordsman, but that jsut cant happen, without seriouslt gimping myself.



Offer all auction winnings to one of my vendors at my store.
Maigrey Master Weaponsmith, Master Droid Engineer, Master Merchant

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Kregi
Mon Oct 10, 2005 11:52 pm
#33

What I really dislike is that I can grind out almost any master combat prof in 3 days using a lvl 1 weapon. Overall there is very little reason to make any mid level weapons. Unless I get a request from a guildie I dont make em anymore. Pre-cu there were so many more useful weapons. I make maybe 10 different weapons anymore the rest are garbage. High cap scatters, de-10's, featherweights, ALRs, HLRs, powerhammers, assault bowcasters, plasma flamethrowers on occasion, elite and e11 mark2 carbines and thats basically it. I havent sold but maybe one fencer weapon post-cu, 4-6 pikes, and thats it. Pre-cu at least crafting was alot more fun, the best part was the slice though cause u never knew exaclty what u would get.


Weapons need to have their combat level removed(yes I know it wont happen), but its the only way to make the other weapon schematics useful.



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The life has been sucked out of this game.......thanks SOE.

The CU was halfass. The NGE doesnt even have an ass.
maigy
Tue Oct 11, 2005 5:46 am
#34






Kregi wrote:


Weapons need to have their combat level removed(yes I know it wont happen), but its the only way to make the other weapon schematics useful.





QFE, really what deos it matter if a CL 1 can use an ALR, it's not like he can grind Master rifle in a few days and its not like he is gonna beat a CL 80 in a duel with it.



Offer all auction winnings to one of my vendors at my store.
Maigrey Master Weaponsmith, Master Droid Engineer, Master Merchant

Zayra Master Pistoleer, Master Smuggler, CM 4000

Maigrey's Weapons Coronet(radiant) WP -251, -5676
PeakDantu
Fri Oct 14, 2005 6:31 am
#35

I posted this a while ago, a system to give players an advantage for mastering a profession and actually using the master cert weapons instead of ALR , DL44XT, and Elite Carbine


Give master cert weapons a bonus that enhances them. For example the Squad Leader pistol could give +10 group terrain negotiation and +10 volley fire bonus, the T21 could just give +10 rifle accuracy and +10 rifle speed, the BH weapons could have an optional DE created component that would give bonuses to droid speed. The CM pistol could give increased healing efficiency. The possibilties are endelss and people would actually want to use different weapons besides the tiny handful they currently use.





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Peak Dantu - Level 90 Elder Jedi
-VF-
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Tevas Nysro - Spy
Lythand
Fri Oct 14, 2005 3:18 pm
#36






PeakDantu wrote:

I posted this a while ago, a system to give players an advantage for mastering a profession and actually using the master cert weapons instead of ALR , DL44XT, and Elite Carbine


Give master cert weapons a bonus that enhances them. For example the Squad Leader pistol could give +10 group terrain negotiation and +10 volley fire bonus, the T21 could just give +10 rifle accuracy and +10 rifle speed, the BH weapons could have an optional DE created component that would give bonuses to droid speed. The CM pistol could give increased healing efficiency. The possibilties are endelss and people would actually want to use different weapons besides the tiny handful they currently use.






I really like those Ideas.



Tempist De'Oro -Bounty Hunter


Bendermere -12 Point Weaponsmith

Weapons Shops located 5233, -6167 Rori and -640, 3190 Dantooine
MonKaiku
Sun Oct 16, 2005 1:23 am
#37

remove caps on damage, leave other caps in place



remove all caps on one weapon per profession, then make that weapon a CL 80 cert + profession, then make that weapon some sort of quest


example: NSEL (req to use: CL80 + master pikeman)

yea, all pikeman will have to have one, but is that a bad thing? It is not like schematics or the NS motors are dropping more fequently.


This lets some of the more iconic weapons stand head and shoulders above the others, and give WS something fun to try and improve on.


Also make the schemactics from quest/loot so each profession will also have something to work toward.


other weapons that you might use:


Junti mace- fencer

Proton Carbine- Bounty Hunter

Razor Knuckler- TKM

Underslug Carbine- Carbines, or Commando


list goes on, there are plenty of worthy "elite" weapons we could use, and fun quests/loots that can give everyone something to work on



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Muzz
Sun Oct 16, 2005 1:09 pm
#38

So you're only putting forward the thoughts and suggestions you agree with?



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
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