Weaponsmith Archive
Thread: A radical idea for profession diversification.
Page 1 of 1
ana-mo-cara
Sat Jan 29, 2005 11:45 pm
#1
I just read the thread on novice crafting, and just brain storming I didnt want to use that thread to discuss this because it goes off in a completely different direction.
The problem as I see is all weaponsmiths are generally the same. The same goes for all the other crafters. We all get the same batch of stuff to make as the same guy. This leads to each professional crafter being round about the same. You can go to ten shops and find the exact same list of items.
Here is my idea. Specialization certification. A smith must buy these from their npc trainer. They last forever. These certifications apply to makeing and useing a specific item. That say someone that dosent have the cert to use them. Each player is limited to three in the novice box andsix in the masters box.
There should be around 20 of these certs for every crafting profession. The bonus is the crafters can do away with temp schems. Which most people find annoying anyway. Plus we can dump a few of the loots in this catagory aswell. These should be dumped into four classes.
The numbers would be 4 4 4 8 for a total of twenty now I will go through the list. I will use weaponsmith as the example through this.
Group 1. Special subcomponents.
Advanced power handler B. This is just modestly different from the regular ABPH in that it gets 2 more points on the min damage.
Advanced scope B. This scope will allow that the accuracy bonus can now reach +8 over normal.
Form fitted stock. Reduces speed by -.3 and is 33/33 damage.
Advanced rifle barel B Allows the blaster rifle barrel to get 2 more points of damage.
Group 2. Final assembly bonuses.
Ham reduceing skills decreases the end ham on the weapon by 4 points across the board.
Range perfecting allows for the increasing the ranges in final assembly by 3 points.
Munitions efficency allows for increased uses on limited use weapons. Say heavy weapons get a plus five and grenades plus 3.
Wound amplification increases the wound chance by 20 points.
Group 3. Skill mod bonus.
Ranged experimentation +3
Melee experimentation +3
Munition experimentation/ Heavy weapons experimentation +3
Weapons repair +3
Group 4. Added weapon schematics.
Berzerker rifle
Scythe
DXR rifle
E11 modified carbine
Featherweight fwg5
DE10 pisol
Geonosian pistol
Modified republic blaster.
The system is simple these certs are placed throughout the crafters skill boxes. Some are high some are low. This would allow for a number of positive things. Once again will refer to only the weaponsmiths for clarity sake.
1. Each crafter will have different strengths. The master still has a diffinitive edge. While a novice may choose to dedicate all their efforts to one specific product like a geonosian pistol. In other words only a few smiths will excell at modified republic blasters. Others will excell at makeing commando weapons.
2. This will spread out the value of any crafting community. No longer can one or two crafters run a virtual monopoly. Since only someone with the cert to make a thing can use a thing that results in crafters that specialize in their specific field. This increases everyones business. While takeing the load off of a single crafter. Plus the poorer crafters can gain access to new loots and new customers.
3. This reduces the guild pet phenomena where a guild makes a crafter to serve their own needs. Result these guys will actually have to use some freelance smiths.
4. The skill mods allow a smith to get around the damned tape market, and yet it dosent negate that market. You can choose to be a very generally good smith, or you can combine skill mods to be very effective in a certain line.
5. Now the crafter will not have to deal with temp schems any longer they simply choose the items ahead of time. Once again a way out of the gougers market and the monopoly power base. In other words a smith with 300k and limited resources is just as valid as a smith with 40m and infinite resources.
With this you can apply the ten point system in the other post, and still reward masters. Just not at the cost of the newbie crafter. You may be able to make the killer scatter pistol, but you cannot necassarily make the best power hammer. The master has more options and flexibility. This also means that crafters can actually make due with less resources. Seeing as if your a ranged fanatic you do not necassarily want or need to carry resources for say heavy weapons. This allows some players to dabble, and up and comeings a chance to get in the door by focusing in on say a product that nobody else is working on and make it better then many masters.
The only weak spot is the cert buying from npcs. It will probabally need to have a real catch. Say you can only sacrafice one skill at a time. Here is my idea a crafter once they max out their certs can only go down one cert and after a smith sacrafices a cert they must wait4 daysto go get a new cert. This keeps masters from just going and flipping their format ten times a day to still be the best at all by stockpileing finished weapons. If you want to switch your fortay for example it should take upwards of 2 to 3 weeks. Which seems in line with how combat professions work.
Anyway what do you guys think are there any holes you see in the system? I am sure some numbers would probabally require tweeking. Too make all skills and certs equally valid. Personally I think this would be a nice system to allow crafters to differentiate themselves like combats do other then crafters just mastering a bunch of other professions.
ana-mo-cara
Sun Jan 30, 2005 8:40 am
#2
Over 40 viewings and nobody has an oppinion I find that hard to beleive.
ana-mo-cara
Sun Jan 30, 2005 10:49 am
#3
Adding sliceing into the equation could also be applied. Cool down do not get hot just chill for a second and think about this. Perhaps alterability could be a group all its own. Probabally locked in as a mod too. Seeing as this is a issue for both smugglers and weaponsmiths and armorsmiths.
For examples sake the weaponsmith could apply sliceability rateings to their guns.
Group 5. Alteration.
1. The weapon cannot be sliced for less then 20%
2. The weapon cannot be sliced for less then 24%
3. The weapon cannot be sliced for less then 28%
4. The weapon slice can be set as either speed or damage.
This would have a number of bonuses.
1. It would mean that a smith would not necassarily have to be a slicer too. That means free lance smugglers will be more happy. In that if the weapon has say alteration 3 then the slice is a very much guaranteed type of thing. Two the slicers proficency still players a roll. Say with sliced 1 the master smuggler could still get you to a 35 slice. All it is is increaseing the odds of a really good slice.
Weaponsmiths would also have a difficult choice seeing that takeing up all 4 mods which you need for the best possible alteration. The master would only have 2 certs left over. Which would mean their would be a real difference between the preslice and the no slice weaponshop. Neither would be better or worse. The weaponsmith could choose to focus on better final products, or better slice ratios for their works.
You simply make them stackable boxes unlike the others. To get alteration 3 you first need 1 and 2. The type of slice choice would probabally not require a stack.
I think the implications are obvious. A preslice shop would require that the smith will probabally need to use these mods. Rather then toss stuff in the garbage. While the non slice shop sells a wider range of better non sliced items. This puts the choice back in the purchasers hands.
Ps this is a really good way for smugglers to finally get a contol over their slices. They can simply tell the player the higher the alteration level on the weapon the better the chance. Plus you could put the slice choice as an option that only a master smuggler could access.
What do you guys think good idea or bad idea?
Ybagi
Sun Jan 30, 2005 12:25 pm
#4
Are you saying that a Novice will be getting 10 points of experimentation, and can buy say a scythe schematic or a DE-10 schematic and make these as good as a master?
Doesn't sound very good to me.
I could see myself buying my 8 schematics, crafting an insane amount of these weapons to last along time, then dropping those schematics and picking up the others doing the same on a continual cycle.
Another thing that might come from these changes, what if the three or four powerhouse smiths on your server decided to get together now that they can't do everything on their own, instead of competing they are now partners creating an even more powerful monopoly.
Ybagi
Sun Jan 30, 2005 12:29 pm
#5
ana-mo-cara wrote:
4. The weapon slice can be set as either speed or damage.
If this happened it would become another requirement to being a weaponsmith, noone could compete without this.
there would have to be a limitation on this if it happened: weapon can only be damage sliced & slice is limited to 30% or less.
ana-mo-cara
Sun Jan 30, 2005 2:58 pm
#6
Okay follow the logic. A master gets six certifications. A novice gets 3 certifications. Ergo a novice could make a scythe. The problem is thats about all he is going to make well. While another novice takes up skills like form fitted stocks barrels and power handlers. Which makes his dlt20As among the best. The master weaponsmith on the other hand can probabally cover two top end schematics like a de10 berserker rifle, and four other skills. Its all about strategic use. Some players will have a very focused intent say to make 1 or 2 weapons increadibly well. While another will have a more general focus trying to make more balanced weapons.
The point is that a novice crafter of any kind has a way in for one. If he chooses to go for super high end off the mark. Then he must except that he will be in tough fighting. If instead he sets his sights low like weapons repair and slice he can still make a sellable product.
The sliceing line is not about disabbleing smugglers its about enpowering them. Right now weaponsmith/smugglers are really hurting non crafting smugglers. So much that many of them cannot even make a liveing. If a crafter can increase a slices success a number of things happen.
1. If its a high slice the weaponsmith might not have to slice since the slice is guaranteed good. Alot of players use preslice shops so they can avoid bad slice risks.
2. Weaponsmith smugglers can now stop throwing away half the stuff they make over bad slices.
3. This in no way effects a smugglers sliceing ability. A master smuggler can hit a 35 anywhere. Just the lowend capping allows for a smuggler to have better success. While the speed damage is only accessable to master smugglers. It still dosent decide the rate for them.
4. Since players take less of a risk through slices they can now buy unsliced weapons, and get them sliced. Good for weaponsmiths in general good for smugglers in general. Smugglers who are penalized for the randomness of slices in the first place. Sorry I will just go buy one already sliced.
BaronJuJu
Sun Jan 30, 2005 3:37 pm
#7
This post was brought by ana-mo-cara to the Smugglers Forum and I posted a repsonse to it in there and thought it would be appropriate to post a copy of it in here as well
-BaronJuJu
Ok, so let me make sure I got this straight....I will use your own words
1. You want to get rid of one of the main reasons for going into dungeons/lairs/missions etc by having the weaponsmith be able to get any schematicor skill tape they want?
From your post:
Group 4. Added weapon schematics.
Berzerker rifle
Scythe
DXR rifle
E11 modified carbine
Featherweight fwg5
DE10 pisol
Geonosian pistol
Modified republic blaster.
Group 3. Skill mod bonus.
Ranged experimentation +3
Melee experimentation +3
Munition experimentation/ Heavy weapons experimentation +3
Weapons repair +3
5. Now the crafter will not have to deal with temp schems any longer they simply choose the items ahead of time.
4. The skill mods allow a smith to get around the damned tape market, and yet it dosent negate that market.
If you take that away what is the point of going to alot of these? What would be the point of looting a schematic to make that DE-10 if any weapon smith given a particular week can make as many as they want without having to leave town?
Flood the market with crates upon crates of the rare weapons...i.e. DE-10's, Bezerker rifles, Genos, etc. So much for that "unique" factor.
2. You want weaponsmiths to take on the abilites of a smuggler withour having to spend the xp and to perform actions that even we have been asking to do in the future.
Gee, no one saw this coming /rollseyes
From your post:
Group 2. Final assembly bonuses.
Ham reduceing skills decreases the end ham on the weapon by 4 points across the board.
Range perfecting allows for the increasing the ranges in final assembly by 3 points.
Munitions efficency allows for increased uses on limited use weapons. Say heavy weapons get a plus five and grenades plus 3.
For examples sake the weaponsmith could apply sliceability rateings to their guns.
Group 5. Alteration.
1. The weapon cannot be sliced for less then 20%
2. The weapon cannot be sliced for less then 24%
3. The weapon cannot be sliced for less then 28%
4. The weapon slice can be set as either speed or damage.
It would mean that a smith would not necassarily have to be a slicer too. That means free lance smugglers will be more happy.
How on Gods green earth can you say that it will make US happy? We can't guarantee anything and have been asking before I even became a Smuggler to have this ability even to a small degree, even if it was just at the Master Smuggler level and here you are suggesting that its moved over to weaponsmith and it will make us happy.
Also please don't act like a spokesman for the Smuggler community...your not...you bring these ideas in ask for opinions then stomp the living crap out of anybody that disagrees with you. You have twisted the ideas to fit your own needs and agendas and not for the greater good of the SWG community.
From your post on a response toyour main post:
The sliceing line is not about disabbleing smugglers its about enpowering them. Right now weaponsmith/smugglers are really hurting non crafting smugglers. So much that many of them cannot even make a liveing. If a crafter can increase a slices success a number of things happen.
I am asking you in the kindest possible way to just leave the Smugglers Forums and stick to the Weaponsmiths Forums.
ana-mo-cara
Sun Jan 30, 2005 5:05 pm
#8
Did you hear me say that loots would be removed from the schematics? No you didnt players would still have to obtain loots for a DE10 all that is removed is the crafters need to spend millions of credits to buy the schematic. No I didnt once again the problem is a weaponsmith with a huge bank account just corners the market and jacks the prices up. So I would say for rare weapons you still need to deal with rare loots. Though a combat will now have even more ways to get their gun tinkered up to their likeing.
Skill tapes they cost alot, and usually the person who paid the millions for them is going to gank you for creds because of this.
1. Weapons experimentation is general it covers all the bases. So the extra tapes will still be valuable just not the end all and be all that they are in the current system. Allowing a player that focuses their efforts to compete, but they still would not compete all over. If a crafter chose to get all the weapons exp mods I mentioned they will have few certs left for top end weapons and the better subcomponents. Once again it will not overpower the tapes, but it will give the community a more even playing ground
The point of this system is that you may end up getting really diversified smiths. Smiths that excell at a handful of items. You would go to one smith to repair a weapon, and another to get the best possible scout blaster. Its simply a means to make crafting more dynamic and more individualistic.
Sliceing one I am not takeing it out of the hands of the smuggler the system. Would allow for weaponsmiths to actually excel the smugglers abilities. Lets face it there are smiths out there that will churn out hundreds of an item and keep the perfect or high slices and destroy the rest. Sliceing is really out of the hand of the regular smuggler at this moment, and that devalues smuggler.
The problem is that a player can simply bypass smuggler risk entirely by buying presliced goods. Group 5 would allow a weaponsmith to make a smugglers slice less chaotic. Then again what if the weaponsmith wants to be a smuggler and use the system fine, butfor doing that they would give up things like the form fitted stock and some of the exp bonuses.
I would envision the following low level weaponsmith invests in the sliceing mods to make up for their poor quality by ensureing the buyer could always get a top notch slice. While the higher level crafters might focus on just makeing the finest product possible with all the bells and whistles. That means a player might come up to with a gun that has gotten a form fitted stock that had a 13 point experimentation and has a barrel B and a advanced accuracy scope. Unfortunately all those bonuses came at the price that it did not get an alteration bonus. While another player might come to you with a gun that has few of those things, but can be sliced increadibly well.
The whole point of my idea is to allow crafters to get out of the cookie cutter template system. This would be good in that it would let more people dabble successfully in the crafting professions. It will also allow for the entire system to even be more dynamic. Say a carbineer might look for a weaponsmith that specializes in form fitted stocks and ranged experimentation.
I tried to make all the certs things players would really want so that there are hard choices.
PS. If you look into the sliceing system you will see I gave some pretty increadible potentials for smugglers. Choseing speed or damage. The high end alteration really favors a master smuggler seeing that the chances of drawing a 35 greatly increase. This alone makes smugglers more consistent in sliceing and more acceptable to the customer base.
EnderUK
Mon Jan 31, 2005 1:58 am
#9
I don't know about the rest 1-4 I never did like crafting, no offence. Seems a good idea and I don't think a novice weapon smith would be as good as a master.
5, However takes slicing completely out of the hands of the smuggler and is dependant on if the weaponsmith took up the certificate or not.
Page 1 of 1