Weaponsmith Archive
Thread: Does it make a large difference?
Nope you do not need them. The simple truth of the matter is that if you have a couple failures in experimenting they might redeem a weapon from the junk pile. Most of the value in these tapes come from. Haveing spare points after you experiment the damage. So they would give you say a couple more points on the range durability or ham cost.
Should you do this not really. One it takes months of dedication to even get decent. Two do not count on guild loyalty to sell your weapons. You should only be doing this if you have tasted a little bit of crafting and like it. More likely it will just get you in dutch with your guild, as your needs increase. You may end up being viewed as a leach, or worse as property. In other words do it for yourself not for others. To become a good smith you need to dedicate alot of credits. To get what you need to be the best, and that means more customers then what the average guild can supply. Good rule of thumb is that a weaponsmith needs atleast a hundred customers just to thrive, and grow. Say thirty loyal and seventy transients. Thats about the basic minimum.
Remember that a smith needs to run harvesters. Paying the maint and supplying the power. Needs to pay for houseing both for storage, and sales. Needs to pay for travel costs. That is not includeing the grind to master that can run around half to a million credits. All this adds up. All that and it may take months before your weapons are respectable. If you want to help your guild by crafting might I suggest chef or doctor. On both of these you can supply a valuable service. Save your pals some money, and it requires alot less intensity of purpose.