Weaponsmith Archive
Thread: You know what'd be cool...
So I was playing this game where you build up an empire, and there's a HUGE tech tree, which makes it totally impossible to get all of the technology in 1 play. Basically, you have to pick and choose what branches you're going to end up taking to accentuate your own style of play.
Now, wouldn't it be interesting if the same idea were applied to Weaponsmithing, in the sense where there'd be various skill boxes with varied skill modifiers for different areas of experimentation? AND that experimentation were broadenned out to more detailed areas?
Anyway, here's what I'm talking about: What if instead of Damage, Range, Efficiency and Durability, we had Max Damage, Min Damage, Speed, Point Blank, Ideal Range, Long Range, Health, Action, Mind, Max Condition, Decay Rate, and Wound Chance. Now, instead of having "Weapon Experimentation X", we'd instead have Max Damage Experimentation, Min Damage Experimentation, etc. etc. etc. etc. A different experimentation skill mod for each category of experimentation.
Now, let's spread out these skill mods across a large amount of professions, or simply make them very hard to buy with skill points. In other words, if we've got 250 skill points, it'd cost you 75 skill points to get 100 in Speed Experimentation.
What would end up happening is that some Weaponsmiths would go for maxed out Min damage, and Speed, and specialize in Pistols. Others would take maybe Max and Min damage, and pump out Rifles. Others may do Speed and Mind costs, and pump out some Carbines, etc. etc. etc. Various Weaponsmiths would emerge with varied skills which would produce different specialized "flavors" of weapons. In the end, you'd just end up catering to players with specific styles. A weapon made by MWS X will be super low delay, but MWS Y will be pumping out massive damage.
So yeah, there's my little stupid idea and this just killed about 30 minutes from my day.
Hmmm fascinating
Please sign here saying this is my idea X________________________
j/k
Pretty cool idea, but the main problem I would see with that is you would have 95% of your weaponsmiths selling the same thing and it would end up being almost impossible to find someone who is making a weapon for the minority. Now if you could instead have weaponsmiths chooseat Novicejust one certain kind of weapon to specialize in; ranged, melee or heavy (where heavy could include both Commando and BH type weapons) and then from those have your Dam, Delay, range etc..Trees. That would be nice.
But on another note, I would rather the devs fix what is here rather than try to actually incorporate new things. Those are just my 2 cp. Oh, and thank you for the opportunity you gave me to waste a few more work minutes. Much appreciated.![]()
Jo'nas
S.A.B.R.E.
We'd go a long way towards that goal by simply eliminating the Master Weaponsmith skill box (or devaluing it severely) and moving its benefits down into the other trees. When I first became a weaponsmith I wanted to specialize in firearms, but it turns out you need to be a Master Weaponsmith to make the really good guns (similar to how the Artisan skill tree requires you to master the Domestic line before you get lots of experimentation points to make good Engineering items).
The "Master" level is broken in most of the professions, if you ask me - it's either useless (which is bad) or vital (which is worse). We'd see a lot more individuality and specialization (call it "dabbling" if you will, I think it's a good thing) if it was done away with.
I like the idea but don't think the "points" to get the various modifiers should be skill points. You should give each smith "weaponsmithing specialization points," the amount would depending on what lvl they are (ie master gets the most while novice gets only a couple). That way our characters wouldn't have to be straight smiths with no other skills in order to be good. I like being able to have more than one profession, so what I do in-game can be quite different depending on want I feel like doing.
Neat idea
JonaSabre wrote:Pretty cool idea, but the main problem I would see with that is you would have 95% of your weaponsmiths selling the same thing and it would end up being almost impossible to find someone who is making a weapon for the minority. Now if you could instead have weaponsmiths choose at Novice just one certain kind of weapon to specialize in; ranged, melee or heavy (where heavy could include both Commando and BH type weapons) and then from those have your Dam, Delay, range etc..Trees. That would be nice.
But on another note, I would rather the devs fix what is here rather than try to actually incorporate new things. Those are just my 2 cp. Oh, and thank you for the opportunity you gave me to waste a few more work minutes. Much appreciated.
Jo'nas
S.A.B.R.E.
I could see actually choosing a type of weapon as a viable way to help differentiate a bit better. I'd just like it to be completely impossible for 1 guy to make 12 different uber weapons.
And yeah, I do want there to be fixes first, silly ideas later, this is really just something to wax philosophical over while bored.
p4Samwise wrote:We'd go a long way towards that goal by simply eliminating the Master Weaponsmith skill box (or devaluing it severely) and moving its benefits down into the other trees. When I first became a weaponsmith I wanted to specialize in firearms, but it turns out you need to be a Master Weaponsmith to make the really good guns (similar to how the Artisan skill tree requires you to master the Domestic line before you get lots of experimentation points to make good Engineering items).
The "Master" level is broken in most of the professions, if you ask me - it's either useless (which is bad) or vital (which is worse). We'd see a lot more individuality and specialization (call it "dabbling" if you will, I think it's a good thing) if it was done away with.
Not quite, because I don't think a "dabbler" should have access to some of the best stuff in the game. I don't mind a "dabbler" picking up Tech 4 and pumping out nice D18s, but I'd rather not be in direct competition with some dabbler who hasn't pushed as far up the tree as I have.
My idea is actually pretty anti-dabbler. I'd rather the rewards go to those who do stick with a certain path, not some dude who goes half way.
Jedi_Titus wrote:I like the idea but don't think the "points" to get the various modifiers should be skill points. You should give each smith "weaponsmithing specialization points," the amount would depending on what lvl they are (ie master gets the most while novice gets only a couple). That way our characters wouldn't have to be straight smiths with no other skills in order to be good. I like being able to have more than one profession, so what I do in-game can be quite different depending on want I feel like doing.
Neat idea
I disagree. You'd spend all your skill points on Weaponsmithing only if you went ahead and tried to do ALL of the Weapons, with all of the modifiers. The point of the whole idea is that it'd be impossible for any 1 smith to do everything at the highest quality possible. Weaponsmiths would be encouraged to just focus on one small area of Weaponry, and leave some skill points for other things they may want to do (maybe Entertainer?).
Greets ...
This would only work if they were *all* as equally valuable.
Only if this statement were true:
A = B = C = D
or
A + B = C + D
Where A, B, C, D, whatever are those mods.
The problem is that nobody, as it's setup now, if going to rate HAM = MaxDamage ...
Now ... I would like to see those changes put in to experimination ... and in more or a unilateral way so you could *equally change* about 1/3 of them ... assuming that everything *but* damage / speed were equal :-)
It's the fact that everything else is not equal that really kills it :-(