Weaponsmith Archive
Thread: Should a weaponsmith be proficient with weapons?
I posted this today on the StarSider forum in response to a post that was written by a weaponsmith. He was merely voicing that a weaponsmith should be able to use any weapon, just not be able to do specials or have skill mods with it. Basically, my interpretation is that he would like to be at least a novice with each weapon type that he can craft. This idea got me to thinking. I figured I'd share the thought that myself and a couple friends discussed. If you all like it, I think it would be a fun system to bring his idea to at least a partial realization.
I thought about this [the idea of a weaponsmith being able to use every weapon they build]for a bit. At first I thought it was kind of like Droid Egineers wanting to have the use of every droid type if we ever got elite combat droids. Then, I reasoned that their argument was stronger because a droid is an "independent thinker" and shouldn't require special skills to handle it. A decent weaponsmith could easily be a horrible shot with a rifle, but following skills transfered from a good weaponsmith they could make a great weapon.
But then I considered the argument some more.The best weapons ever made were typically crafted through an experience feedback loop. I think I understand where you [the weaponsmith]are coming from. It makes sense that a person who masters crafting a weapon type should also be proficient at using it. How else would they be able to make the best there is? However, it wouldn't be logical for a weapon smith to be able to build the best weapons of every kind and be good with all of them.
Take for a moment a RL example. An individual who has devoted their lives to forgingswords should have agreat understanding of the use of his swords if not from just testing their wares. This person takes their swords and through practice discovers "secrets" to make moreeffective and efficientswords.They would not, however necessarily know how to make a rifle, but may be pretty decent at firing a set of rounds into a target. In SWG a master weaponsmith can build any weapon and by devoting your time to finding the best resources and getting "uber loot" you can craft any of the best weapons in the game.
After talking this over with a few friends a couple of thoughts occured on how to implement this concept in the game.
Idea 1) While mastering weaponsmith you have to choose a weapon type that you want to become elite on - you would still be able to build all the other weapons, but not be able to build the best of the best of these.One idea is you cannot add the "uber loot" to the weapon typesyou decided not to go elite on. Another idea is you receive a bonus on experimentation for the weapon type you chose. This choice could only be changed by either questing or by dropping downweaponsmith and relearning that tree (or maybe even back down to novice) that had the choice box in it. Ah.... this idea may not be as good as the next one.... the more I consider it. The elite crafting skills would be broken down into themajor weapon categories, such as rifles, carbines, pistols,swords,polearms, etc.. This choice would then permit you reasonable use of the weapons skill you chose to be elite on. With no specials or skill enhancements.
Idea 2) As a weaponsmith you should pickup an elite combat profession. This profession (swordsman, rifleman, etc) would have crafting bonuses for it's weapon types in the skill boxes. For instance, novice swordsman could have a +5 sword crafting/experimentation bonus in it. Then there would be only one tree in swordsman that adds more bonuses to the crafting of swords (so you could just dabble). This would emulate the RL smith that specialized in building the best of a weapon type through their own use of the weapons.
Either concept would require a breakdown of crafting experimentation bonuses for weapon types. I know this is currently not in the game and would no doubt require a database table change in addition to a crafting logic overhaul. Also, it would be necessary to consider if there are enough skill points available for this. I think there is enough as a weaponsmith does not need to master artisan, nor would they need to master marksman or brawler. Arguably that would hinder the merchant/weaponsmith template, but it would make being a mall merchant more feasible as the best of thebest crafters would need a merchant outlet.
Honestly, anyone that learns how to form metals in a fire and carve woodscan make a weapon - just about any weapon, but the best weapons should come from someone whounderstands the use of that weapon and has gained experience with it.If youhave the best materials in the world or a special magical orb to place in the hilt of a weapon itshouldn't result in as good a weapon as someone who understands how the bodyinteracts with that weapon and thus how it should be shaped or tweaked to get that extra edge.
One last thought. I would love to see the addition of personally crafted items. This concept would require that the buyer be with the crafter during the final stage of crafting so that their presence would make the weapon fit them specifically, thus giving an additional bonus for just that person. This would make the absolutely best weapon for that user not as good for another user. There would need to be an indication in the crafting gui to ensure that the owner's presence was registered prior to the assembly.
/love weaponsmiths
IF they keep coming back then you know how good your weapon turned out.
EdOWar wrote:I think there is some flawed reasoning here. Taking their example of a swordsmith, I don't think swordsmiths necessarily learned how to make good swords by using one. The secrets of sword craftingwere an accumulation of knowledge and experience, secrets passed down from master to apprentice over the course of generations. The master teaches the apprentice his secrets to making great swords. Over the course of time, the apprentice becomes a master, perhaps developing techniques of his own, and passing them on to his apprentices. It's not as though every swordsmith had to reinvent the entire technology of sword crafting from scratch.Slim Vargo, Corbantis
true, but they still have to understand things like weighting, balance, and better know how to move a sword to test it properly. a weaponsmith SHOULD be able to weild weapon as though it were a CDEF. no specials should be allowed though.
the biggest area of exploit here is a master weaponsmith could use a T21 to level rifle with.
Thus, when a WS is within max range of a target that he has placed, he is proficient with all weapons he can create(with ALL specials), BUT ONLY IN REGARDS TO ATTACKING THE TARGET. That would also remove the "place it anywhere, step in target range and shoot at an NPC instead" exploiters. This way a WS can test all of their weapon types without giving them real access to those skills. There would also be options on the target such as resistance setting and defense stacking, etc. Basically any type of template that a human can create, or is seen on an NPC can be duplicated with the target.
Everybody wins.
Any holes?