Weaponsmith Archive
Thread: Idea to diversify Weaponsmiths
It is a good idea, but it would be better implimented as a rank above master weapon smith, instead of something earned through combat.
If the UXP, AND ONLY UXP, that you earned after making master weaponsmith was put towards a specialization level of your choice, you could open up a whole new set of skill trees to work towards. With new schematics or the ability to customize schematics as well as make superior weapons. This would also keep masters from burning out, and make it so they would keep making weapons instead of retiring after that 10 million credits because a box in a skill tree of this kind would cost say 500k credits and 125k UXP. Think aobut it, Pistol Inventor, or something like that, Now that would be awesome.
I like the basic premise and agree that this type of change is what is needed next after fixing the component and experimentation bugs.
In answer to the reply about "is there a differentiation between the assembly/experimentation on two different weapons?", it seems the answer is yes.Skill-enhancements tapes exist for specific types of crafting, for example I've seen one for grenade assembly. So, assuming these do what they say, there must be some mechanics in place for what we need. However, it may be set up in the wrong categories, like one for each weaponsmith line, as opposed to carbines/pistols/rifles having their own.
Here are the problems I see with the idea:
a)If the crafting system isn't set up to handle this, as discussed above, thenthis changewilltake a heck of a lot ofdev workand is not worththeinvestment right now.
b) As it is, extra assembly or experimentation points aren't incredibly meaningful to a master. On 90% of weapons, a master cannot spend all of the experimentation on damage, and the other 3 options are rather ineffective or worthless. Of course, if the experimentation systemimproves significantly with the next patch, this is no longer a problem. In my proposed changes where speed and damage exp. are separated, HAM exp. effectiveness is increased, and durability exp. is removed, the extra couple points would be nice.
Here is my additionalinput on the idea:
a) Put all of the extra ability in the Master slot for the associated profession, as Macros (I think) mentioned. For example, +20 1-h sword experimentation in Master Fencer box. Also, as per the example, keep the total to about 20 experimentation skill. Enough to make it noticeable, but not unbalancing.
b) Perhaps have this bonus not apply to a select number of weapons from the master category. This way, a non-combat Weaponsmith/Merchant could still craft, say, DX2's and DXR6's at top of the line quality, and stay in business with those.
Assuming this idea gets off the ground,apost I madeearlier would go hand-in-hand with this. The idea would be that Master's spend their excess weaponcrafting experience on specializing in weapons. At first I was thinking specific schematics, but if this combat/weaponsmith synergy thing gets going, it'd be best done with weapon classes;have it use the same system. Here's the scenario: Ace cranks out 1000 T21's, looks at his skill window, and sees he's got his WCxp maxxed. So he heads to the weaponsmith trainer, selects"rifle specialization",pays 100,000 credits and 100,000 WCxp,andreceives +10rifle experimentation that shows up as a badge in profile.
Cool idea! This will definitely give the "newer" and "upcoming" weaponsmiths a chance to showout in the world and somewhat 'splitting' the competition between specialized weaponsmiths! As of right now, it seems that the veterans have way of an upperhand onmaking quality weapons and discourages the newer ones when they make it to master and find out that they cannot make weapons as good as people expect. That is mainly due to many of the customers high expectations and sometimes beyond 99% damage/ungodly/doublesliced (yes I know its an exploit, but I'm sure I got my point across!)
Hope the devs would take it into consideration!