Weaponsmith Archive

Thread: Thermal Detonators take too long to make....I am concerned

AriesMercwar
Mon Nov 15, 2004 6:06 pm
#1

Hello all and Greetings Developers.


Normally I do not gripe about the Weaponsmith crafting process but I have come across a serious issue and bottlekneck for my business as of late.


Here is my gripe.


Thermal detonators require 1 Warhead Stabilizing device, 1 Warhead Fusing Mechanism, and 1 Medium Warhead. My gripe is the time it takes my factories to produce these items. You see I use 6 factories to run mass amounts of orders at one time, but even doing so and crafting these three components alla t one time, they still typically take 280 seconds per item to make.... Not to mention once they have been created it takes 288 seconds to create each Thermal Detonator..... What this translates into when I am trying to make a 40 crate run is it takes me 2 weeks to run 40 crates of thermal detonators.


As many of my fellow Weaponsmith know, Jedi grinders have been requesting Thermal Detonators in massive amounts, and because of the time it takes to craft them We Weaponsmiths simply cannot keep up with the Demand for this Item.


I propose to the developers that they reduce Munitions crafting time in the factories to 60 seconds per Item, and 60 seconds per thermal detonator so that making this Item is will be beneficial to us, because as is they are simply to much of a pain in the ass for me and many other Weaponsmiths to deal with, hence why most of us simply refuse to craft them.


I have been a Master Weaponsmith for nearly 11 months now and I must say Munitions are by far the biggest thorn in our side, along with Rocket Launchers.


Anyway, any feedback that anyone has to offer on this topic is more than appreciated and welcomed.


Regards,



AriesMercwar

Master Weaponsmith - Bria server



Pre CU or BUST!!

In Game Contacts: Ariesmercwar, Profex Radaloon, Sid' Flaire
cerVantes77
Tue Nov 16, 2004 8:06 am
#2

I agree, as if the resource requirements were not enough, they have to up factory times on all our items. I'm trying to keep a stock of all grenades on my vendor and its nil impossible.
stanleycat
Tue Nov 16, 2004 8:31 am
#3

I totally agree.


People are queuing up to buy not just a few crates, but the whole production run each time. They are now even offering their lots so that they can get the order placed with me.


I have been turning this down as I really dont want to spend all my game time making schems and moving 40 crates from one place to the other.


I am keeping 3 lots going on components for thermals and alternating these with C12's.


I now have a 3 production run backlog on orders....


Silly really



Jase theAce
ex_SWG
SeaRaptor
Tue Nov 16, 2004 9:02 am
#4

Munitions are the red-headed stepchild tree of the Weaponsmith profession. It is a tree dedicated almost solely to one single combat profession -- Commando -- to craft insanely complex, LIMITED USE ITEMS that hardly anyone uses.


It is my sincere hope that we can get this looked at and fixed as a part of the combat balance. It's on my radar, at least, and I'm sure it's on the other WS testers' and the Commando testers' radar as well.



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
AriesMercwar
Tue Nov 16, 2004 10:13 am
#5

/bump because this is an Important issue that needs to be looked into.



Pre CU or BUST!!

In Game Contacts: Ariesmercwar, Profex Radaloon, Sid' Flaire
EdOWar
Tue Nov 16, 2004 10:20 am
#6

Well, there is a silver lining. The complexity in making grenades means that a lot of WS don't want to bother with them, which makes them rare, which means that those that do make them can charge a lot more for them.


For example,a run of C-12 grenades takes about the same numberofresourcesas atier II or III ship chassis.Yet I can sell those grenades for at least 20 cpu, whereas a ship chassis would sell for 2-5 cpu. The difference stemsfrom the complexity involved in making C-12 grenades (and is why I don't bother making ship chassis).


If grenades are easier to make, then more WS will make them, thus more competition and less profit. Just food for thought.


Slim Vargo, Corbantis
SeaRaptor
Tue Nov 16, 2004 10:37 am
#7






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?




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
EdOWar
Tue Nov 16, 2004 11:03 am
#8






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

Asir_SWG
Tue Nov 16, 2004 11:10 am
#9






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.....



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MSTERHAMSTERHAMSTERHAMSTE

SeaRaptor
Tue Nov 16, 2004 11:33 am
#10






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.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
EdOWar
Tue Nov 16, 2004 11:35 am
#11






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
Tue Nov 16, 2004 3:18 pm
#12

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.



Pre CU or BUST!!

In Game Contacts: Ariesmercwar, Profex Radaloon, Sid' Flaire
EdOWar
Tue Nov 16, 2004 3:46 pm
#13






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

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