Weaponsmith Archive
Thread: Tell me wonderous creators why the heck don't weaponsmiths make weapons for starships ??????
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DartHawken
Sun Oct 31, 2004 7:07 pm
#1
way to go swg u dropped the ball again 3 cheers for the fools running the show
sorry if this seems negative but your lack of including other proffessions is really getting quite boring !!!!!!!! and while im at it why the hell dont armorsmiths make armor for the ships ????
just wondering why i bought jtl now
You people are all about the money and not the game play boy i wish papyrus would have made this game
Kellisanth
Sun Oct 31, 2004 7:17 pm
#3
Perhaps, they thought of spreading and sharing potential earnings to other folks, instead of just Armoursmiths and Weaponsmiths all the time.
AS and WS tend to be the richer folks, compared to the DE.
When you consider, for a DE, once someone buys a droid, that the droid will last virtually forever (except the ISD and BH droids), making that a onetime sale (especially if it is a Master Pilot droid, or maybe one for a crafter or just item storage). I've had my storage/crafting droid for a very long time, since I first started. Have not replaced it yet. And it has gone thru a lot of usage...
Whereas when one buys armour or a weapon, it will eventually decay and need to be repaired or replaced. Corvette is very rough on armour. Heavy grinding with lots of specials are bad on weapons. Replacement timeframe is upped sooner than originally planned...
gblfxt
Sun Oct 31, 2004 7:54 pm
#4
i can make weapons for ships and im a weaponsmith! i just need to get additional skills to do it... 
Amana
Sun Oct 31, 2004 7:59 pm
#5
Well really I think instead of making armorsmiths and weaponsmiths really rich we should kind of mingle a bit. Weaponsmiths help tailors out 1 time when they make the demolitionist belt. I think it would be nice to have to supply the Shipwrights with certain items and then have the shipwrights turn around and help us with certain items. Like take away the control units for the SG82s and add in something interesting like a control module or something only they can make that helps enhance the weapon's accuracy or damage by +10. Then the armorsmiths can supply some composite armor segments for the shipwrights to tool around with to make armor plating and have the shipwrights make an item for the armorsmith like tempered armor segments for the composite armor segments that increase the number of special resist stats by 1 or 2 so it can be like 80% kinetic, electricty, and heat or something vs just 2. Thats what I would kind of want to see. 
-Redux-
Sun Oct 31, 2004 10:03 pm
#6
The idea of dependency on other professions has its appeals, but honestly, I can see it being more problematic than helpful.
It would probably turn into a contract bidding war over with people trying to lock component makers into a contract to monopolize their production. It would also probably jump the prices of everything because now you would have more people that need to profit off of the product. Plus the added time of waiting for components coming from other vendors. Also the more complex you make a process, the more apt it is to break down so less people involved in the manufacturing process, the smoother it is.
One of the things that has hurt some professions (like Weaponsmith) is the glut of factory made products. Remember scarcity is a key component to adding value. If you crank out a 1000 uber VK's ever week, it won't take long until scarcity is no longer an issue since VK's are essentially a durable good. The way shipwright is set up is more economically sound in the long run since only the consumables are factory produceable. This guarantees a certain degree of scarcity on completed components and helps keep the business thriving.
hkyplyr31
Sun Oct 31, 2004 10:23 pm
#7
i think that SOE is tring ot keep everything as seprate as possable (with the exeption of DE's making computers..duha)... so that the people withought JTL wont bennifit/lose from the expantion.
groovysplat101
Sun Oct 31, 2004 10:25 pm
#8
Yeah...this is a great idea! You could do loads of cool stuff, like putting a shoulder strap on an ion cannon, and a trigger, and letting players run around with them! You'd need to get the shoulder strap from a tailor though...
/end sarcasm
Seriously...do you really think that building a rifle requires the same skills as buildinga Starship blaster? If you do, you might need to read up on your SWTech a bit. Think about it. Look at what componants are in a Starship, connected with the weapons. Constructing the capacitor alone is a major task...but it is part of the weapons systems, so by your logic, weaponsmiths should make it. If you read EU (and I know the Wraith Squadron books cover this), most blaster weapons will not work in a vaccuum. You're trained on atmospheric weapons...your T21 wouldn't work if you tried to fire it in space. It needs to be vacuum sealed. Starship armour and personal armour are VERY different things. Starship armour is sacrificial. The armour gets superheated by blaster fire, and boils off into space. It absorbs the blaster bolt energy, thus protecting the hull. Thats nothing like what Stormtrooper armour does. Stormtrooper armour is designed to absorb and deflect a blaster bolt, turning a fatal wound into a survivable one. Very different technologies, very different scales.
Just because you can make small, compact versions of something, doesn't mean you can make bigger ones. Its not just a case of scaling things up...its much more complicated than that.
Jez3an
Mon Nov 01, 2004 4:34 am
#9
Sorry I just don'thave the time to make Weapons for ship, dunno about the rest of the WS's but I'm snowed under with Grenade requests. Stop moaning at SOE they just implemented a change that keeps us WS busy for the foreseeable future - Force Grind and Grenades!!!!!!!!!
Smugly
Mon Nov 01, 2004 6:00 am
#10
Why should Shipwrights be dependant on us to outfit their ships? I tried Bio Engineer for a while and dropped it because I couldn't produce any really good product by myself. I tried Armoursmith, and I had to be dependant on a Tailor or sacrifice points myself to do it. Frankly, this cross dependancy hurts proffessions far more than it helps. I really feel for Droid Engineers. Once I have my uber pilot Droid, I'll never need to visit one again unless I want to change the colour or something.
johnautry613
Mon Nov 01, 2004 7:30 am
#11
DartHawken wrote:
way to go swg u dropped the ball again 3 cheers for the fools running the show
sorry if this seems negative but your lack of including other proffessions is really getting quite boring !!!!!!!! and while im at it why the hell dont armorsmiths make armor for the ships ????
just wondering why i bought jtl now
You people are all about the money and not the game play boy i wish papyrus would have made this game
I have to agree with the original poster.
WS should be making the weapons and mayb ee capacitors
AS should be making the Armor and shields
DE should be making the Sockets and the droids
Arch...I am not entirely what the Arch should do wiht this.
Does this completely cut out the Shipwright? no. They still have Chasiss, reactors, engines, boosters, and so on.....
P.S. the exp vs. leveling rquirment, was just dumb there. They already had the appropriate modle with Architect, they just chose the one more detrimental to the player base.
Ambiguous_Lee
Mon Nov 01, 2004 10:45 am
#12
I just want to largely agree with the original poster. I don't think weaponsmiths should have sole rights to all starship based weapons but do believe we should have some unique weapons that we can add to JTL, ditto armoursmiths and armour. Totally confused by the person comparing starship weapons to blasters and saying that the tech is alien. I can see a greater similarity between heavy warheads and anything going onto a starship than I can a two headed axe- in fact why don't they go on starships? Also I accept some weaponsmiths are very rich but so are a load of other merchants and I really hope wrights do well, Isn't this just sour grapes and ignoring a basic point? JTL could have given smugglers the ability to pass undetected like scouts on land, bounty hunters could have developed new skills in targeting enemies in space, armoursmiths and weaponsmiths commitment to the game has been stupidly ignored when we could have been brining experience in the case of those at it a while and enthusiasm in terms of new smiths like me.
Instead of bringing in a holistic new game the way it has been released splits it down the middle.
My doc character (break from weaponsmith grind) spends as much time healing fellow imp's health and action after space fights as it does buffing hunters and is probably, in that respect the only support character with a foot in both camps. I really hope SOE JTL devs fix these glaring errors as these comments were all over the beta sites ( I know as I wrote a couple of them). I believe weaponsmiths should have a critical role in JTL if we don't want to see the death of the ground game although with the rewards to be made on space missions compared to the ground game I think that will happen soon. It is hard to refuse 60k bribes as a doc to ignore your buffing qand heal a newly rich pilot so they can relaunch and get yet richer in a day and I fear this will be tip of the iceberg. Let us hope the devs use release 12 as a chance to save swg from becoming just another twitch game (as battlefront will kick its ass). If this happens with doc it will very soon make sense to abandon ground based popguns for the big money prizes to be made equipping starships as wrights who specialise in weapon making and so the ground game will lose out again.
If we are tohave balance, the game is going to have to rely on more than just wright- even if my mate is a good one.
Dynastar
Mon Nov 01, 2004 11:22 am
#13
Only the T21 roughly resembles anything on the size and scale of ship-mounted weapons. It is most definitely not out place to be making them.
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