Weaponsmith Archive
Thread: Possible Future State Of Weaponsmihts if..
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Betatoxin
Thu Jul 22, 2004 12:19 am
#40
Zeilik wrote:Khyree wrote:Let us make weapons for ships and we'll be fine.---------------------------------------------------------------------I agree very much, with craftable weapons that you can mount on spacecraft, this will be great for the weaponsmith since components for ship itself would be able to be destroyed. Then you can have armorsmiths make shield generators and then Shiprwrights make ships and whatever other components that you can put onto ships like radar etc...this would be a great way to have another source of income for the crafting proffesions and there would be no way to escape it, even for jedi who choose space flight.
This is not going to happen, or at least I give it only a 10% chance of happening. The developers have continually shown a distinct Myopia when it comes to crafting professions. Take droids. If they had planned for more interdependence then you would be able to give a combat droid a real weapon.
No the devs aparently have little idea about what constitutes interdependency. Did any of you read the article that was posted above? Mr. Blackman has the audacity to claim that jedi is interdependent on other professions?? What game is he playing. The SWG I play has the Jedi as the least dependent character requiring at most food and buffs from other players.
On the subject of the article, the producer has spoken. 50% of the population says they want to be Jedi, so the other 50% of the population, well they are just wannabes right?
Basically what I see from this article is that Jedi are not intended to be rare. On the contrary SOE expects a full 50% of the player base to be Jedi. The other 50% presumably are the loosers. The weak combat professions, the out of work crafters and the AFK dancers and doc buff bots.
Zeilik
Mon Jul 26, 2004 5:33 pm
#41
We can always hope that the devs will not have jedi independent from the rest of the community or else
will rule the game
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