Weaponsmith Archive
Thread: Petition: Remove the need for specific resource types in weapons
Why not simply make all weapons require the base metal type and let the CRAFTERS and their COSTUMERS decide if certain metal types are worth using or not. Thats the basis of supply/demand.. if a metal is crap it makes crappy weapons which make people not pay as much or not buy them at all. It would also open a wide window for various crafters to truly COMPETE skill-wise by trying a much wider combination of metals instead of all crafters being equally jacked.
for example, the SR pistol.. needs Neutronium Steel and Plumbum Iron and 'metal' and the 2 subcomponents. Instead of requiring Neutronium Steel and Plumbum iron, why not change it to 'ferrous metal' and be done with it? With the resources shifting around so much you can easily find planets with several different types of ferrous metals.
Resource sellers can then look for specific attributes in the metals and harvest those that tailor to the interests of their usual costumers.. it results in a lot less hassle for them, not having to jump the entire galaxy only to find out the only planet where 'plumbum iron' popped up in turned out to be of such bad quality that it caused severe mind wounds and BF to the last wepsmith that bought it from him.
Crafters, as I mentioned above, are freed from being enslaved to using terrible attribute resources because its the only ones avaliable and also get the joy of actually being able to try out practically HUNDREDS of different results for their weapons based on the wide variety of resources they can use in the production of their items.
Keep advanced components tied to specific minerals.. advanced stuff should be stuff worth waiting for and hunting for, but not basic weapon construction!
/disagree completely
Then making weapons would become boring, awfully boring. The problem is that some weapons require some resources that always come out with poor stats in required fields, that need to be changed but removing specific resource isnt a good idea, I dont feel like explaining more of it but I sure dont want that, would prolly make me quit WS as a result...
and no I dont have every resources I need, I'm waiting on some to spawn everyday and that's sthing I like, not just waiting to see if a good "metal", "non ferrous metal" or "ferrous metal" spawned
We just had the greatest plumbum iron spawn on Kauri!!!!
conductivity 70, and quality 14...see if you can beat that!
I disagree as well.
I feel part of the way you can differentiate yourself is by being more diligent than other crafters in watching and waiting for resource spawns. If everything required just metal or just Non-Ferrous/Ferrous Metal, then everyone would have the same 2 or 3 resources they use to make weapons and there would be no differentiation at all.
I have complained up and down about what a pain it isto gather all the resources but I also feel like that is part of the 'charm' (not the correct word I am sure) of being a Weaponsmith.
Take an objective look at the vast differences in stats between the ferrous metals.. and do realize that not all ferrous pop up in every resource shift.
All this proposed change does is give the crafter about 5 or 6 times the choices of metals to use PER resource shift. As you say, will people pick 2 or 3 metals to make their stuff? Probably, thats what they do now, except it becomes a frenzied rush to stockpile as much of the high stat resources that after so long a wait decided to pop up..if ever. Case in point: Phrik in Bria. Its like throwing a piece of meat into a room filled with famished rats.
Tell you what, take a test run of this theory. Buy yourself like 200 units of every 'metal' on your server now. Take an easy weapon to make.. say, a tusken rifle. It doesnt need very specific materials.. it only asks for 'iron' as specific besides what the subcomponents need (and even those use 'metal' mostly).
With all those metals in front of you, try and make several different tusken rifles (and subcomponents).. strive to make the best you can. I bet you that due to the vast pool of different stat metals you have you will end up making a rifle just as good, if not better in certain areas than those that you wouldve normally made using 'your' iron or 'your' stockpiled metal.
Now compare that to making a T21 rifle. Just how many choices or tinkering can you really do when making one of those? Not much as you and I both know, for you are SLAVED to whatever stats the name-specific resource required by the weapon happens to be in your server.
Your rifleman costumers will always have to buy the t21 with almost (worse or slightly better due to exp luck) the same stats no matter what master wepsmith they buy from.
I disagree also. Specific types of resources is what makes it a fun challenge. My request would be to setup and queriable option on the the bazzar (database) so that it is quickerto locate what typesof resources are available. It takes way too long to look at each and every resoruces name to see ifthere isPlumbun Ironor Axidte Iron somewhere in the galaxy.
Maybe break the resources down...Plumbun Iron, Axidite Iron, etc. These would only be available of the resource is available on the bazzar. Or possibly make a search feature where we can search for Plumbun Iron or others specifically by type?
It is just such a waste of gaming time to spend soooooooo much time click through every resource name in the galaxy to see if it is the specific type we are looking for.
Regards,
Mu'd
I disagree. The search for rare resources is part of the fun and challenge of being a Weaponsmith.
They need to fix the schematics, that would solve most of these problems. Almost every firearm part or combination is a conductivity and overall quality percentage. If they made the parts that require iron or steel have different requirements like SR/UT or HR/UT or other such combo's instead of almost always con/oq...it would make a lot more sense and metals like neutronium or plumbum wouldn't automatically make your weapon really crappy.
I think making schematics too easy would make it less fun, but I think correcting the schematics so a blaster barrel needs SR/UT, a feed mech needs UT/OQ, a power handler needs OQ/con. If they fixed schematic requirements to be more varied, the system would work much better. The aboves were just examples, and some parts do make sense right now, but I think they need to do a revamp on most schematics. Projectile weapons shouldn't really need conductivity at all I would think since it's an impact based weapon, and a blaster weapons would revolve more around energy focus and energy production instead of just unit toughness since it's more of a finesse weapon than a projectile weapon.
Correcting schematics would go a long way towards making the resources that do pop up, more useful...
The only thing I'd recommend is some "failsafe" code that will spawn a new type of specific resource if it hasn't showed up in say.... 6 weeks.
/absolutely disagree.
Way to easy. Ever heard of architects?