Weaponsmith Archive
Thread: Weaponsmiths and JTLS
Page 1 of 1
Ybagi
Thu Oct 21, 2004 5:52 pm
#1
So the NDA was lifted today...
I thinkmostalready know but as it stands weaponsmiths have nothing to do with JTLS.
No weapons for ships, still no use for the heavy warhead mech.
As the ships are modular, ie you buy a ship then install and change your own components whether loot or crafted I see no reason why weapons and armour where not offered to the weaponsmiths and armoursmiths.
The huge volume of other components (engines, boosters, reactors) and ship schematics in the shipwright tree there really isn't any reason for it to be this way.
Amana
Thu Oct 21, 2004 6:38 pm
#3
What would really be nice is if the ship wright collaberated with the armor smiths and WS. I mean the heavy warhead mechanism is pretty much freaking useless and just stands as a behemoth to grind with. Why not make it a component in the proton torpedos or something. Also have armorsmiths contribute reinforced composite armor segments or something (no clue not an AS
) to reinforce the innards of the hull to give it like +100 or so points of health.
Brilyn
Thu Oct 21, 2004 6:52 pm
#4
WS have *zero* to do with Shipwrights as it stands. Don't expect this to change between now and launch.
Don't expect this to change, ever, but remain hopeful.
In addition to that, guys, keep an eye out for new resources.
There's 1 new resource *type* in every category, and two in steel.
In Beta, the steel Newi had a Conduct of 801.
Yes, 801.
This makes it the new Steel-of-choice for Blasters. Assuming you can get 860 OQ or higher, this *exceeds* the previous best possible steel for OQ/CD split.
Just a heads-up.
(all hail the NDA being lifted, eh?)
Nacoa
Thu Oct 21, 2004 6:59 pm
#5
We future shipwrights do have our own pain coming. Such as no factories.
I think the devs would have to make a choice: Either no factories and no required subcomponents, or integration with WS/AS and subcomponents.
They went with no factories, and thus no required subcomponents (there are optional ones). I think the crafting would be just too difficult if everything was hand-crafted and it required components from WS/AS.
I think the devs would have to make a choice: Either no factories and no required subcomponents, or integration with WS/AS and subcomponents.
They went with no factories, and thus no required subcomponents (there are optional ones). I think the crafting would be just too difficult if everything was hand-crafted and it required components from WS/AS.
gaarawarr
Thu Oct 21, 2004 10:23 pm
#6
Nacoa wrote:
We future shipwrights do have our own pain coming. Such as no factories.
a quick fix for that would be to add shipwright schematics to the structure factories.
i still say let smuggler slice ship weapons, they need some serious lovin' since actual smuggling wasn't added (which should have been).
i wish there was something WS's could make for ships, it's hardly an expansion if it doesn't expand the game for everyone. i have no desire to hop into space but if i could craft new weapons if i bought the expansion i more then likely would be setting up camp outside bestbuy.
Chucksta68
Fri Oct 22, 2004 4:11 am
#7
I was really surprised at the lack of profession interdependency in the shipwright profession, considering how interrelated other professions are.
Not sure if this was intentional or an oversight on the devs, but I'd really like to see it change.
Jedi_Titus
Fri Oct 22, 2004 6:11 am
#8
Chucksta68 wrote:
I was really surprised at the lack of profession interdependency in the shipwright profession, considering how interrelated other professions are.
Not sure if this was intentional or an oversight on the devs, but I'd really like to see it change.
I'll second that
Eraint
Fri Oct 22, 2004 6:14 am
#9
I was really hoping the ability to reverse engineer looted weapons would be given to us. Give us a chance to reverse engineer and recreate some weapons.
Isn't that what the shipwrights get to do now?
Isn't that what the shipwrights get to do now?
EdOWar
Fri Oct 22, 2004 10:34 am
#10
There was already another thread in this forum that hashed this topic over pretty well. That said, I don't think weapons or armor components for ships should be given to WS/AS etc. How many gunsmiths make cannons?
Besides, most other crafting professions are barely interdependent. WS and AS need a couple of Master Artisan components, Architects need a couple of DE components. The most heavily interdependent are Chef and Tailor, who require BE stuff, but even that pales in comparison to giving WS and AS a heavy hand in constructing related ship components. By this logic, every part of making a ship can be farmed out to an existing crafting profession. Shipwrights need a chance to stand on their own.
However, now that they have introduced the concept of reverse engineering, I don't see why they can't expand it to other professions. If SW can reverse engineer, there isno logical reason why WS, AS, DE, or any other crafting professionshouldn't be able toreverse engineer as well. I hope they expand on this concept in a (hopefully not too distant) future patch.
Slim Vargo, Corbantis
Page 1 of 1