Weaponsmith Archive

Thread: Should a weaponsmith be proficient with weapons?

LordBluefire
Wed Jan 19, 2005 8:48 am
#1



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




This is not the game your looking for!
Deh-deh-der!

Tanda
Yes, I am the governor of Lok! Just don't tell that guy near the starport thing with the weapons and stuff! Thanks.
Callon
Wed Jan 19, 2005 10:31 am
#2

I thought along the same lines when I mastered Weaponsmith. I thought that since I could make all these weapon that I should be able to sue them all just to see what they do, but I was thinking something along the lines of a special test range that only ws could use. But after thought I came to the conculsion that you can test all these weapons without certs, but you wouldn't really see the full extent, use and power as you would if you were a master of that specific weapon. So after some time I gave up on the whole idea and now I'm content to sit back and harvest and craft to my hearts content, and just wait for the mail that say vendor sales complete and know that it's my weapon out there helping someone out to master their chosen proffession.

IF they keep coming back then you know how good your weapon turned out.



Callon Silverleaf
Master Marksman(Former)
Master Scout (Former)
Weaponsmith of INS
Pikeman extrodanire
Vendor @ 2575, 1887 Dantooine
stanleycat
Wed Jan 19, 2005 10:58 am
#3

WOW - that was a lengthy piece to study.... some (more brief) thoughts....


Just because you have a 'gift' at crafting great weapons, does not and should not mean that you would be expert in their use. The gunsmiths at Purdeys for example dont all represent their countries in the Olympics. The same would apply to any crafting skill, just because you have the brains to develop a ground breaking aircraft, doesnt mean that you qualify to be a stunt pilot in the red arrows.


However, if, you practise with said weapon, and become an expert, or master, then that does infer that you should probably be better at using the weapon you have spent so much time creating. Thats how it is in the game currently, and I think that is pretty realistic. Sorry


On your final point, I think its a brilliant idea. Like a hand-made suit, the weapon could be weighted to your exact requirements, but the buyer should be present for 'fitting'. This should give a small uplift in proficiency, say in accuracy, or speed. I fear that the programming involved makes the concept a mere pipedream for us...


Let the debate rage on.......





Jase theAce
ex_SWG
dsurfman
Wed Jan 19, 2005 11:24 am
#4

I actually concur with this idea to an extent. I think if you hold maybe a Master title on an elite profession as a MWS it would give you a full bonus point to use as expermentation on that weapon type....I could live with that!



Celehorn
Imperium Securis
EdOWar
Wed Jan 19, 2005 11:41 am
#5

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
Mor-Dan
Wed Jan 19, 2005 12:09 pm
#6



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.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
ana-mo-cara
Wed Jan 19, 2005 7:04 pm
#7

I have found its far simpler to make use of your customers in this matter. Pvp with them and compare notes over the combat logs. You can discover some pretty interesting stuff with this. I had to do this to figure out how the wound chance on weapons applied. We figured that the wounds spread across the board, and that with my wounding scope on that particular weapon he was wounding me maybe once every three shots.


So I applied that to a rather fast weapon. Gave that to him a week later he had a story for me about it. How he used this in a base defense. Apparantly the weapon I had given him I think it was a less then ample gun it might have been a fwg. Anyway he started to attack a single player with it since he was hideing behind a building doing this the other guy didnt notice him. The guy sent him a game mail after the battle asking exactly how he was able to give him all these secondary wounds. When he asked how bad the wounds were he found he had done like sixty wounds to his constitution strength action stamina each. We each had a laugh.


I then made a similar weapon for my bh, and used it myself. I remember useing it it acity defense, and the other players laughing why arent you useing your scatter LLC. They were commending me later when I regen poisoned the enemies doctor.


Guys something is wrong my mind bar is not regenning. Take off your armor. Guys something is wrong my mind bar is not regenning. By the time I was done I am sure I had to have wracked up a hundred or so secondary wounds on him, something like stealth poison. I thought it was funny when the enemy doctor bolted as his buddies were screaming for heals.


Its well worth useing players that are certed for weapons to test these things out.
SlaserX
Wed Jan 19, 2005 11:56 pm
#8

While this is an interesting idea, I strongly disagree with it. If you only had one area you could master in, or you had to pick up say, swords to be able to get extra experimentation on a sword, then how can you be competitive in the area of crafting other weapons? The way the game is, the 10 pointers are ignored and the 12 pointers get all the work because their weapons are potentially better than a 10 pointer. People see the 12 points, they buy from it. Now if you could only be a 12 point, and you had better experimentation in swords, then why would people buy your VKs? Why not buy from a 12 pointer who is an expert in VK crafting? It would further segregate the weapon crafting world, which is not a good thing. Imagine searching the universe looking for a carbine crafter... you'd find it about as quick as you'd find a vendor stocked with wook hunting armor.


As for the proposed being able to use all weapons, I also disagree here, for the sole reason of grenades. Grenades alone would ruin this option. It would be easier to just grind out some grenades and use them for all combat purposes and grind up your combat xp and make your WS a jedi I could understand a system that allows you to TEST weapons you can make, but I wouldnt make it available on the server. Instead, why not reuse some of that good-ol' planetside code and use the training zone. It's not attached to the server, it's quick, and it would allow you to accuratly see the difference between your weapons. Seeing the current state of SWG though, such anidea is simply impossible to implement at this time. Too little too late. I prefer to discard the pipedream, make more weapons, and just chill. There's no reason to change a good thing... the greatest flaws of which I believe are exp tapes and resources. Oh well... I'll just go cry a river now



Hokage:
The ORIGINAL Wookiee Jedi... ok, so I was the 7th, sue me.
Amscu_Edfo
Thu Jan 20, 2005 1:19 am
#9

What I have always thought should be implemented is a small, 1 lot "target." Have it crafted by a master artisan and allow the WS to place it anywhere he wants on the map for a certain time interval, say 30 min. The time limit would be in effect for those who would like to grief a city by placing one and leaving it. Simply put they can't as it would disappear after the prescribed amount of time and either go back into the WS's inventory, or perhaps better, disappear for good, making them a disposable item.

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?



Vandelay Industries Master Weapons(Est. Aug. 2003)
12pt MWS Curt Williams-Bloodfin-Owner
7011 -3884 Valley of Shadows, Tatooine, -691 -5268 Anchorhead, Tatooine
The place to find the highest quality weapons for the life of this game.
CTRL_ALT
Thu Jan 20, 2005 1:29 am
#10

I don't like the idea of having to pickup another profession to be competitive in another. I have 1 skill point currently open and I'm not going to do a grind to figure out how much better I can get as this weapon or that. A weaponsmith doesn't have to use a weapon to understand it...by researching and getting feedback from a rifleman they can learn what makes a weapon most efficient. I think in SWG it is implied that you can use any of the weapons in the game, but you just would never be able to use it effectively in say combat. (obviously it doesn't take a cert to pull the trigger on a T21...in practice or in a workshop you would be able to play around with it though; this just something you never see your avatar do)



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
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