Weaponsmith Archive
Thread: Thermal Detonators take too long to make....I am concerned
EdOWar wrote:
If grenades are easier to make, then more WS will make them, thus more competition and less profit. Just food for thought.
This is true, Slim, but it's my opinion that there has to be balance somewhere. I mean, let's take the most extreme example: Proton Grenades. They're stupidly complex, suck up resources like a Hoover, and are certed at Master Commando. Not exactly a big group to market to, eh? And for all the hassle (and weeks of factory time) it takes to make them, they are LIMITED USE.
Pretty silly, if you ask me. I mean, at least buffs last 3-4 hours. A stack of 5 grenades doesn't last long at all if they're actually being used.
And that's the other half of the problem here: munitions suck. Let's face reality. I mean, if it weren't for the fact that combat XP converts at a better ratio to Force-Sensitive XP than regular weapon XP, none of us would be making C-12s at all. The addition of Aurilia is the only reason they sell.
Munitions should:
- be usable by more than just Commandos (I'm talking about non C-12's here)
- be easier (or at least faster) to craft
- have WAY better range mods (for something with a blast radius, they miss WAY too often)
- potentially have more uses per stack
That's my opinion, anyway. Thoughts?
SeaRaptor wrote:
EdOWar wrote:
If grenades are easier to make, then more WS will make them, thus more competition and less profit. Just food for thought.
This is true, Slim, but it's my opinion that there has to be balance somewhere. I mean, let's take the most extreme example: Proton Grenades. They're stupidly complex, suck up resources like a Hoover, and are certed at Master Commando. Not exactly a big group to market to, eh? And for all the hassle (and weeks of factory time) it takes to make them, they are LIMITED USE.
Pretty silly, if you ask me. I mean, at least buffs last 3-4 hours. A stack of 5 grenades doesn't last long at all if they're actually being used.
And that's the other half of the problem here: munitions suck. Let's face reality. I mean, if it weren't for the fact that combat XP converts at a better ratio to Force-Sensitive XP than regular weapon XP, none of us would be making C-12s at all. The addition of Aurilia is the only reason they sell.
Munitions should:
- be usable by more than just Commandos (I'm talking about non C-12's here)
- be easier (or at least faster) to craft
- have WAY better range mods (for something with a blast radius, they miss WAY too often)
- potentially have more uses per stack
That's my opinion, anyway. Thoughts?
True, if it weren't for the Village and the new Jedi system, no one would be buying grenades. But that's more than just a symptom of the FS conversion rate...grenades simply aren't practical to use in the kind of combat system that SWG uses. It's not like a FPS were I can toss a grenade into a room to 'prep it'before clearing it out. Better to just jump into the middle of the mobs and start spamming your area attack.
I agree with most of your points. Maybe other elite combat professions should be able to use C-22 grenades as well. That would expand the market somewhat. And I would like to be able to experiment the number of uses, similar to the rocket launcher (though RL's are another stupidly complex weapon).
As a shipwright, I am amused that a proton missile pack (a weapon system for starships,with sophisticated tracking/targeting electronics), while requiring huge amounts of resources, requires no sub-components. But even a simple C-12 grenade requires two sub-components and a minimum of 4 days of factory time for a full run.
Slim Vargo, Corbantis
EdOWar wrote:
As a shipwright, I am amused that a proton missile pack (a weapon system for starships,with sophisticated tracking/targeting electronics), while requiring huge amounts of resources, requires no sub-components. But even a simple C-12 grenade requires two sub-components and a minimum of 4 days of factory time for a full run.
Asir_SWG wrote:
Secondaly, none of you WS should become AS - the time it takes to make triple stun comp armor would drive you mad.... Stun layers take near on 400 seconds, and a full suit takes 63 of them.....
The reason I'm not -- and never will be -- an AS can be summed up in two words: organic resources.
Asir_SWG wrote:
EdOWar wrote:
As a shipwright, I am amused that a proton missile pack (a weapon system for starships,with sophisticated tracking/targeting electronics), while requiring huge amounts of resources, requires no sub-components. But even a simple C-12 grenade requires two sub-components and a minimum of 4 days of factory time for a full run.
I agree - the devs missed a trick there.... It was expected that there would be some cross profession dealing when SW was announced, but nothing....
Secondaly, none of you WS should become AS - the time it takes to make triple stun comp armor would drive you mad.... Stun layers take near on 400 seconds, and a full suit takes 63 of them.....
I'm not in favor of cross profession dealing for shipwright, at least not to any greater degree than any other elite profession has too. However, it does seem silly that a proton missile pack can be so simple to make (with no sub-components) while abasic C-12 grenade requires two sub-components. At the very least they should have made missile packs require at least one sub-component of some sort, whether it be made by shipwrights or perhaps requiring something like Micro Sensor Suites from Master Artisans. Heck, even a sword requires at least one sub-component.
Shipwright is a neat crafting profession, and I think the devs largely did it right. But they really dumbed it down a lot. Virtually nothing requires a sub-component...at best some of the ship components can take an optional component that boosts one aspect of the item's performance while hindering another aspect. I suspect that shipwright was simplified due to time constraints; if they'd taken more time with it they could have made shipwright a lot more interesting (though more complex as well).
Slim Vargo, Corbantis
AriesMercwar wrote:
EdOwar you are pursuing a tangent... This topic is not about being a Shipwright. It is about being a Weaponsmith. Let's keep this topic on track. Thank you.
Sorry, I wenta bit off topic there.
Slim Vargo, Corbantis