Weaponsmith Archive

Thread: Idea to diversify Weaponsmiths

azuma
Thu Jul 31, 2003 10:57 am
#27

This makes perfect sense. Now we just have to get the devs attention.




Obri - Novice Ranger/Novice Creature Handler/Novice Pistoleer - Flurry
Formerly Treb'Ro - Weaponsmith/Master Medic - Lowca
Reverie2000
Thu Jul 31, 2003 10:58 am
#28

An excellent idea, one that I would love to see implemented. As a weaponsmith going for both master weaponsmith and master pistoleer, I tend to spend more time making pistols than anything else, and to be a specialist pistol weaponsmith would be a very cool thing indeed. Kudos for such a great idea.



_________________________________________________________

Thal Silverthorn ¦ Master Weaponsmith, Novice Pistoleer
Thalco Weaponry and Armaments
Master Quality Weapons, Affordable Prices
Tarquinas -- Tatooine
-2923, 1347 just south of Mos Espa

Gagefreedom
Thu Jul 31, 2003 2:55 pm
#29

Time to give my vote for this as well. Being a novice weaponsmith as well as a novice rifleman, I always test out my new rifles to see if I would even use them. If not, why would I sell a rifle I wouldn't even use to a customer? It would only make sense that I would be able to craft better rifles...





Kas

John_Reinhardt
Thu Jul 31, 2003 5:08 pm
#30

I really like the idea too i figured something like that would be in game but there i go thinking ahead of game developers heh





--------------------------------------------------------
Lo-mi Avono
The Cute one from VVV
Current Pilot for the NIF Naval Forces
Beware the dancing TK for she is deadly.
Kaffis
Fri Aug 01, 2003 12:03 am
#31

I'll add my voice as yet another that thinks this has potential to be an elegant solution to the concerns that the manufacturing capability of an elite few (2 masters per planet, for example) may eventually be able to corner the market and keep the whole galaxysupplied.


And, in addition, it also provides those who wish to specialize (Gunsmith only) rather than master weaponsmith in order to diversify professions the capability to do so without nearly as much impact (if we take Nox's suggestion of 5 points of experimentation for a master of the weapon, 13 pts vs. 15 is a lot less handicapped in quality than 8 vs 10).


It also gives crafters a craftingincentive to spec some skills that can contribute to the GCW, which is also a bonus in my mind.

Mereri
Fri Aug 01, 2003 12:10 am
#32

I think this is an excellent idea. Let's just hope that it is heard by the people that can make it happen.



____________________
Mar'eri Smyth
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Master Bounty Hunter
"Supplying all your creature resource needs."


Talindred
Fri Aug 01, 2003 6:24 am
#33

This is a great idea... I started playing with weaponsmith and realized the same thing Ralquin did... that there will soon be so many that it won't be worth my time. This might get me interested in it again.

Fellow lurkers... help support this idea... I think it will make gameplay a lot better.

Talindred
Elius
Fri Aug 01, 2003 6:39 am
#34

Boo-Ya!



Iron-Chef @Chilastra
Imperial Foundation [IF]
Expert Weaponsmith / Aspiring Smuggler
macross_sdf1
Sat Aug 02, 2003 1:13 pm
#35

I don't think you should get it at novice though. Granting at master would be good however. But think of all the skill mods then hehe, and all the bugs that will come from it.
forceone27
Sat Aug 02, 2003 5:38 pm
#36

This is a great idea indeed. I would like to expand on it with an idea I just had. Giving extra experimentation points is good of course but I worry about this. A master has 10, (will have when they fix it) enough to fill the experimental damage line with what, 1-3 left over? Ok, say you give 5 extra for pistol experimentation to a master pistoleer. Now he can max damage and what...? Range? Unless they make significant changes to range/efficiency/durability (what a joke) then 5 extra points doesn't do much.


How about making it so say a master pistoleer/weaponsmith could actually experiment beyond 100%? This would truely give them a niche in the pistol making market, as they would have greater damage/speed (or whatever they were experimenting on) than all other branches or weaponsmith for pistols. Also, say your maximum experimental whatever is 90% because of materials. Well, maybe a master pistoleer/weaponsmith could take it to 100% regardless because of his/her expertise is that particular weapon. Just a thought...


Ikeemi - IK Weapons - Coronet, Coriella 276 -5476




Ikeemi - NOT Master Weaponsmith (grinding) - Weapons by Ikeemi, -562, -4083 Senia, Naboo. Specializing in ONLY Carbines, Rifles, Pistols, Flamers, LLC's, and Heavy Acid Rifles.
Current Skill Mods: Assembly 5, Experimentation 10, Repair -337
--Currently seeking my god damn jedi slot...--
TexfireGCC
Sat Aug 02, 2003 7:48 pm
#37

Add me to the great idea column. I hope this gets seen and added to the wish list.

Jester20
Sat Aug 02, 2003 9:04 pm
#38

An excellent Idea that needs to be seen by the Devs. Diablo, We would like to see you comment on this.



Cadagon Teague
BBFE
Commander of The Imperial Hood Fleet
Heavy Swordsman.

You probably have the patience of a 5 year olds on a caffine fix if you are complaining about this game.
DeathInPlaid
Sat Aug 02, 2003 11:09 pm
#39

Yeah! Super great idea!
If all the weaponsmiths on the SWG Weaponsmith Forum shout a great idea in the woods, do the Devs hear it?
DeathInPlaid
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