Weaponsmith Archive

Thread: Weaponcrafting in the revamp?

BigLands
Sat Aug 14, 2004 1:25 am
#1



I posted this idea on the Core Systems board as part of musings on revamps - I'm not a WS but I'd like your views on this anyway.

http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=35690


4. Weapons - As discussed a looong time ago introduce variants of the same weapons. My own preference works like this:

Basic weapons - theschematics as they currently stand

Intermediate Weapons - The same basic weapon with an upgrade slot

Advanced Weapons - The same basic weapon again with two upgrade slots


What is an upgrade slot? It's an option slot for one of the following:-

HAM Reducing.... 1 reduces HAM costs by 15% - 2 reduces HAM cost by 25%

Range Extending... 1 Increases Ideal range bonus by 15% - 2 increase Ideal range bonus by 25%

Damage Enhancing... 1 increases min/max Damage by 15% - 2 increase damage by 25%

SpeedEnhancing... 1 decreases speed by 15% - 2 decreases speed by 25%


For AP 0 weapons you could also institute a two slot option ugrading them to AP1 at master.


Effectively a Master DL-44 could be made 15% faster and 15% more damage than a base model.

Further enchancements form Powerups and slicing could then give a much greater variance in weapons.


Loot drops could also be introduced to allow WS to craft Intermediate and Advanced weapons with minor Bleeds/DOTs/Diseases by using the drop in an upgrade slot. I'm sure a WS could vastly improve on this, since I'm no expert on weaponcrafting.


Basic Weapons - the current default weapons & certsin the foundation classes (brawler,marksman etc)

Intermediate Weapons - weapons and certs available in elite professions

Master Weapons - weapons and certs available in elite professionsat master



Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
Namud
Sat Aug 14, 2004 1:39 am
#2

Weaponsmiths should never be able to craft dots as far as i am concerned (with exceptions of schematic ones: a.k.a. ns energy lance).

As for your "upgrades" thing, its not a bad idea, it would make crafting more interesting and certainly change weapon range values greatly. I disagree with your upgrade amount however. 25% is HUGE this will turn out making godly weapons. Cause, while not often the case, there are exceptional and legendary loot drops as it. Legendary couplers that jack speed sky high, and so on.

Now, 25% damage... wow...
Lets say you have a standard flame thrower, max damage of 800, lets forget all the other stats for now. 25% increase puts this at 1000. Now lets assume you slice it, and lets say its even a bad slice, say 20% to damage. 1200.
thats just wrong. It eliminates the need for exceptional and legendary item crafting.

While i am not sure what the revamp will entail, I doubt weapons that heavily modified are needed. And as for the AP idea....

NO!!!!

imagine a TKM with AP... *shiver*

They are what they are now for a reason.



Overall, your hearts in the right place but it needs fine tuning.
FreeEnterprise
Sat Aug 14, 2004 1:51 am
#3

Perhaps crafters should get something equivalent to a fighter looting a legendary weapon, 1 in 10,000 crafts produces something exceptional, could be a T21, could be a reinforced combat staff you were making for an interior designer, that would make things interesting.



Ravage O'Reilly
Master Weaponsmith
Wandering around Tatooine in a drunken stooper
BigLands
Sat Aug 14, 2004 3:02 am
#4

Thanks for the feedback Namud- This is really just to stimulate discussion so feel free to add more


Ok - see your point - how's this sound for a revised plan


1 slot = 10% bonus 2nd slot using the same upgrade gives an additional +5% for a total of 15% - still a lot but not as god like


2 different upgrade give 10% bonus to two seperate areas. And remember - these are only usable by specific Masters. You might even decide that the Master DL44 is a Master smuggler weapon.


The AP0 to AP 1 idea really applies itself more to some of the weapons that currently don't get much play - I take your point on VKs, but would an AP1 Striker pistol at Master Pistoleer be so unbalancing? I agree there would have to be only certain weapons you would be able to upgrade - I'm not quite sure which ones those would be - in terms of pistols I'd kill for an AP1 Striker, DL44 or FWG5


I'm actually in favour of Master Weaponsmiths being able to use rare, looted drops to apply Dots & bleeds to weapons. If that truly is such an issue for WS how about adding a single socket to intermediate weapons andtwo sockets to master weapons and introducing skill mods for weapons?


One other idea would be to allow, with major restrictions, Master weaponsmiths to use the two slots in a Master weapon to change the damage type.


Allow each damage type to be changeable to one other type (and none to stun!). Eg allow acid to be changed to heat and vice versa. Or do it by weapon - say the DL44 can be modded at master to heat instead of energy


Basically, my view is that this sort of system makes weapons more varied and also gives more interest to WS. I may be waaaay off , but now's the time to bring this sort of thing up for the big correspondent meet in Austin.



Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
TheRedDarren
Sat Aug 14, 2004 6:10 am
#5

soz guys, could you tell me what you mean by AP0, AP1? the whole idea is interesting but i dont know what this means!



Ysei.
Former slayer of rebs, lover of imp women, fighter of restoring order to the galaxy, aide to Vader, advisor to the emporer and all round dude.
But got bored.....
Milkent
Sat Aug 14, 2004 8:23 am
#6

Like the idea of getting the chance to make something exceptional. Just as long as there is no schematic option for it. That would be hurt more then it helps.


Milkent



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Milkent Nuckhar
Master Weaponsmith
**Shop Located South of Coronet at -269 -5497** **CLOSED**
SabbathChild
Sat Aug 14, 2004 9:09 am
#7

AP means armor piercing



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ofim
Sat Aug 14, 2004 11:28 am
#8






Namud wrote:

While i am not sure what the revamp will entail, I doubt weapons that heavily modified are needed. And as for the AP idea....

NO!!!!

imagine a TKM with AP... *shiver*

They are what they are now for a reason.



Overall, your hearts in the right place but it needs fine tuning.



If I'm not mistaken VK's already have AP1






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Ybagi
Sun Aug 15, 2004 12:02 am
#9

There needs to be tradeoffs to these modules i.e. increase in damage + increase in HAM or else why would anyone use a weapon without modules.


The modules would need to be balanced as well or everyone will just use the best module(damage I would assume).


We sort of have this already onfour levels;


-We can add stocks, scopes, advanced vs. regular components to most weapons for a variety of effects to speed, damage, accuracy and HAM, Its just that they aren't balanced properly, so most weapons you see are damage oriented.


-We can experiment on 4 attributes of a weapon.


-Powerups can be applied after crafting to suit the user's taste.


-Weapons can be sliced.



I just hope that combat is fixed a.s.a.p. so that ideas to advance the game can be considered.



Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
Namud
Sun Aug 15, 2004 12:11 pm
#10

you are right, VBs do have 1 AP, but i just don't want to be see TKMs running around soloing krayts (granted I have done it, but it takes 2 long to be worthwhile)

Also I agree with Ybagi, a tradeoff addition to your mods would definately be needed. As a Real Life sorta thought to this, if you extend the threat range of a flame thrower, your fire isn't as concentrated, hence it will do less damage to a single target. Things like this will need to be considered. If you mod the speed of a gun, it will not have as much time to recharge for the next shot, and damage will decrease. Etc Etc.

And I agree to that once in a 10,000 chance of creating an exceptional weapon. It would make for a more interesting market for weaponsmiths.

A downside to all of this is now you are destroying markets for an non masters. The devs have been trying to make things easier for non master WS to make some money back, hence the crafting quests. So this seems like a step in the opposite direction, not sure if they would like this sort of thing.

One idea i have however, is to eliminate the 100% crafting caps. Its sad that you can make a weapon only SO good, I think there should be no 100% caps and you just experiment to you have no points. This will put 12 point WSs much higher on the charts, but with how much effort it takes to get those extra 2 points i think they deserve it.

But as i stated before. Everything will depend upon how they change combat.
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