Weaponsmith Archive
Thread: weapon variety (or the current lack of it.)
- very easy to implement
- all kinds of weapons can be made to be a very effective gun
- keeping the "special" properties like elemental damage or other feats (like different max. range) gives people a reason to have a variety of weapons available.
- different ressource requirements, especially for loot components, will make people prefer the weapons which require little of those components. (Why put 5 krayt tissues into a gun, if you can make one with similar damage and all with only 1 krayt tissue?)
- low level weaponsmiths will only be able to make high level weapons. (This actually is a little issue in my eyes as i think that also currently low level weaponsmiths sell little to nothing. Who wants a low-quality gun, when he can get the same weapon in much better state from a Master WS?)
The second concept is a bit more complex.
- no ressources. (Those ressources were already used when creating the core.)
- the weapon core
- the barrel (normal or advanced)
- one power handler (normal or advanced)
- basic frame with normal barrel and normal power handler: lv. 1
- basic frame with advanced barrel and normal power handler: lv. 7
- basic frame with normal barrel and advanced power handler: lv. 12
- basic frame with advanced barrel and advanced power handler: lv. 18
Message Edited by Sylow on 05-27-2005 03:57 PM
First off I'd like to say that this is an excellent post with somevery promisingideas - as is human nature it is always easier to destroy than create so a big /salute for this....
Personally of the two I really like the self-regulation of the first idea, very elegant imho! It not only allows us to potentially produce a weapon certified every 2 combat levels (eg. no more huge jumps from CL22 to 40) but alsoallows for every weapon to be availableat each of those levels!Also, with it all contained within the existing experimentation structure it may well be much easier for the devs to code and easier for us to understand than thesecond choice.
My only concern with the idea is that 12pts becomes almost mandatory, as the extra 2 points in handlers, barrels and weapons would make a HUGE difference at the lower levels (more so I feel than currently)... this could probably be gotten around using a sliding-scale in the formula but it'd probably take a while for the devsto sort the kinks out in that!
My only concern with the idea is that 12pts becomes almost mandatory, as the extra 2 points in handlers, barrels and weapons would make a HUGE difference at the lower levels (more so I feel than currently)... this could probably be gotten around using a sliding-scale in the formula but it'd probably take a while for the devsto sort the kinks out in that!
The alternative on that would be that level experimentation is done only in the weapon and each point would reduce levels by 6. The level scaling would be much closer to the current scaling and the value of experimentation of components probably would have to be reduced a bit while the experimentation value on the weapon itself would have to be increased a bit for this to work properly.
Anyways, i am aware of the flaws of the concept, i consider it the "easier" way, my second suggestion would avoid all the flaws which i was able to find in my first suggestion, at the cost of somewhat increased complexity. Though, armoursmiths already by now have a very similar system to my second suggestion and we all can see that it works. (With a few quirks still, especially the very high ressource costs and very long factory times, but those can be adjusted / fixed...)
Iwould recommend a low level weapon cap so that some of the coolest weapons can't be made to level 1, but other than that, I think you're onto something.
Message Edited by Sylow on 05-27-2005 05:10 PM
These are both good ideas. I especially like being able to experiment on the level requirement, call it 'user friendliness'. Medical supplies used to have a medicine use skill that could be experimented down, so it could be something similar to that.
Slim Vargo, Corbantis
Sylow wrote:
I still wonder if the people of the armour and weapons department ever spoke with each other. With the CU they finally managed to get a variety of armours into the game, it's not all-composite any more.
- RIS still requires a completed quest before being able to be made
- Imperial PSGs cannot be mass produced
- All armor requires one extra "cooking" process which takes an estimated 265 seconds per unit in a factory. Before the CU it would take 3 days to do a run of 1000 segments, still takes as long but layers take as much time and require another 3 days.
- Under the old system an AS could produce around 30 sets of armor with a 1000 run of segments now they're lucky to do 7.
- Faction armor requires the master armorsmith to expend 17k worth of faction to buy these limited schematics to which can not be mass produced nor can the AS avoid the 17k cost even if they are a colonel. (Recall there's a 1.8:1 transfer ratio from Master Smuggler to AS at a cost of around 1.3 million)
- Post-CU it can be hard to sell factional armor since you have to charge your customers around a million a set. In addition, this isn't including the new 15 or so resources an AS must keep on hand and in huge masses (since we can only hold stacks of 100k of resources to which will be burned up rather fast just making 20 suits of armor) it's nearly impossible to keep up with any type of demand.
Overall you have some great ideas to which would be nice if added though keep in mind that you could always get the AS treatment. Asking for additional items could get you more work, time wasted and factory time to which slows down the production of weapons. As it stands now WS is one if not the only elite crafting profession to which has held its ground if not gained some after the CU. A WS can run a crate of APH, AWS, ARB and roll out 20 laser rifles faster than an AS can complete 2 full suits of armor from scratch.
Current issues of my first suggestion would be:
- ressource considerations would dominate the production criterias of weaponsmiths. (Why produce a weapon with high ressource costs if you can build one with similar properties for lower costs?)
- the 12 pt Weaponsmiths would absolutely dominate the lower level market, novice weaponsmiths would be forced to create Lv. 54 weapons of lousy quality.
- some new lootable items should be introduced in the game, should be easy to get and have names like "beam focus lens", "recoil amplifier" or "hair trigger assembly".
- all weapon schematics should have a slot for the optional "weapon improvement".
- When a weapon is made without the improvement, it should not affect the production in any way. Thus the current weapon production process is not affected.
- The "weapon improvement" loot parts should have a level set into them and any weapon crafted with such an improvement will have it's level requirement increased to the level of the improvement. (If the requirement is higher on the gun, the gun simply keeps it's level requirement.)
- Weapons which have their level increased by the improvement will have their damage and speed rescaled, so they can compete with other weapons of that level. (Indeed... a DH17 which then is built with a lv. 54 loot part will be a lv. 54 weapon in terms of damage and speed. Shooting range will be of the regular DH17 still...)
- To make the improvements a bit more attractive and give people a reason to also use them in highest level weapons, give them small bonuses. (Nothing big, just some toys, pick one of the following mods at random:accuracy +5, max dam. +15, speed -0.1, SAC -5 or elemental damage heat +5... neither of those bonuses would offset balance, but they'd be an incentive to use the items...)
- coding should be comparatively simple.
- the difference between novice weaponsmith and master weaponsmith would matter less in this system.
- novice weaponsmiths still could produce nice novice weapons
- the full variety of weapons would be available
- with tiny side-effects, those guns would really be individual
- due to weapons keeping characteristic properties (range, elemental damage) the weapons with higher ressource costs will will be desireable
- due to severe limitations of factory production with loot items, the "normal" high level guns will remain in production for high level players. (Why hand-craft 100 DLT20 rifles for lv. 54, if you can also do a factory run for adv. laser rifles? But if you have one high-quality krayt tissue at hand, the DLT20 suddenly looks very attractive if you can also get the loot-part to bring it to lv. 54.)
- the whole system is based on loot. It has to be ensured that the items are not impossible to find. They should be readily available to higher level players. (There should be enough on the market to keep prices low. That way, weaponsmiths have an easy way to scale their weapons by picking up the things from the bazaar.)
- factory production of those weapons will be hard, as the loot components are limited. (Though, the same already is true for gorax shards or krayt tissues... these weapons are handcrafted and indivudually made. )
- All in all i would expect this system to have a limited effect on the current weapons market but would very much influence the selection of weapons which are built on an individual basis. (So, a DH18 pistol in the hands of a DoubleMaster would be viable, instead of the joke it is now...)
Message Edited by Sylow on 05-30-2005 01:16 PM