An Economic Stimulus Package for Weaponsmiths

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Quinner
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An Economic Stimulus Package for Weaponsmiths

Post by Quinner » Fri Feb 01, 2008 12:01 pm

SWG Economic Stimulus Package – Weaponsmithing

Since the NGE, there has been little reason to craft weapons. Quest Reward weapons far out perform any of the commonly crafted weapons to the point of making most of the crafted weapons irrelevant. While it is true that the new Instances provide a chance to get new single use schematics for new weapons, this does little to solve the dilemma faced by the typical Weaponsmith; “Why bother practicing my craft?”

Herein are several proposals that would make the crafting of weapons a vibrant and enjoyable part of the game if implemented. One can only hope that the Dev team sees the merits of these ideas and does something to address the anguish being faced by a quarter of the crafting population in the game. Some of the ideas may even seem a bit radical but all they do is borrow from concepts that already exist in the game, including some found in the space game.

The first proposal is to fundamentally change the crafting process for weapons to allow Weaponsmiths to determine the Combat Level of a given weapon. The current process only gives a limited ability to affect the ending Combat Level, usually based on the predetermined damage range for a given weapon. Irregardless of how other games may do it or how SWG has done it in the past, there is little reason in the NGE to limit the use of any weapon appearance skin to a narrow band of damage, especially when a player can loot a weapon with the exact same weapon appearance skin with a level far greater than that which can be crafted.

Basically, when a weapon is being crafted, the Weapon Smith would choose a specific Combat Level at the beginning of the process. Once chosen, the combat level would determine the starting numbers for the minimum damage, maximum damage, DPS, etc. as well as the maximum range these could be changed through experimentation. The rest of the weapon crafting process would remain the same with a Weaponsmith being able to experiment on any of the various statistics for a weapon. This would result in a range of crafted weapons of all Combat Levels with various damage ranges allowing the best Weaponsmiths to stand out from the rest of the competition.

The second proposal is to modify the loot/crafted weapon hierarchy. Crafted weapons need to have stat ranges that are superior to all but the rarest looted weapons. There is no point to making any other changes to Weaponsmithing without this modification. There would still be the rare weapon drop with a statistic that could surpass a crafted weapon but these would still be of use to the Weaponsmith with the next proposal.

Proposal three is to give all weapons a Reverse Engineering Level based on the combat level of the weapon to allow looted weapons to be Reverse Engineered by Weaponsmiths in the same manner as looted ship weapons. The RE Level could be factored at a ratio of Combat Level/10 with the resulting fraction dropped. Weapons would have to be of a similar class to be Reverse Engineered.

Master Crafted Weapon Schematic Fragments would also be introduced into the game with the Ground Weapon Reverse Engineering system. A Weaponsmith would have a chance at having a schematic fragment drop when reverse engineering weapons in the same manner as the KSE fragment drops for Shipwrights. The resulting schematic would be a limited use schematic allowing the Weaponsmith to craft a weapon with either superior stats than any looted or normally crafted weapon, special damage categories, or even other special functions.

Proposal Four is to remove all quest reward weapons as rewards for quests. Instead, a player would be offered the choice of a single use weapon schematic or a Weapon Upgrade Enhancement. Weapon Upgrade Enhancements could be used on any weapon in the game and would either permanently improve the statistics of any weapon of the player’s choosing or permanently give a weapon a special attack statistic. Weapon Upgrade Enhancements would be No-Trade and would make a weapon No-Trade when used. They would also be Combat Level appropriate when earned. This proposal is of major importance as it allows the Devs to improve crafted weapons to be better than most looted weapons but still retain the utility of looted weapons for those players not wishing to buy anything from a crafter.

The fifth proposal is to make an adjustment to how weapons work in the game. A new Action Drain statistic would be added to weapons. This statistic would determine how much Action is used by a special attack of a given profession or even possibly by just simply firing it for certain weapons. The Baseline for this statistic would be 0, meaning that the weapon neither takes more nor less action to fire using a special. All existing weapons would have the Baseline for their Action Drain statistic. This statistic could be named Recoil for kinetic projectile weapons, Balance for kinetic melee weapons, Battery for all energy weapons except Lightsabers, and finally Force Drain for Lightsabers.

So that there is no misunderstanding, this new statistic would change nothing about how existing weapons work. Current action costs for special attacks will not change nor will there be any other additional action costs for simply using an existing weapon. Action Drain would be added to allow Weaponsmiths a new statistic on which to experiment allowing for greater differentiation in their crafted products, an important part of the next process.

Proposal six is to change the weapon experimentation process. In addition to the new Action Drain statistic, Weaponsmiths should be able to experiment on minimum damage, maximum damage, weapon speed, and condition. Of course, condition is only an important statistic if any sort of item damage system is implemented. The other 3 statistics have their own effect on the resulting DPS of the weapon and could be experimented on to achieve whatever result the Weaponsmith is working toward. If the proposed Action Drain is added, it too would be a statistic which could be experimented on.

The seventh and final proposal is to reintroduce weapon appearance modifications such as scopes, extended magazines, stocks, etc as consumable crafted items for Weaponsmiths to create. These modifications would be used by a player to permanently enhance a weapon with such things as greater range, better DPS, special attack effects, reduced Action Drain, or other special feature as appropriate. Additionally, these modifications would change the appearance of the weapon allowing for greater differentiation in the look of characters.

Individually, each of these proposals does a little bit to improve the profession of Weaponsmith. Taken all together, they would not only make Weaponsmith a more enjoyable profession to play, they would stimulate the economy by providing ALL players with greater opportunities to do commerce. Each concept builds on ideas that already exist in the game but applies them to Weaponsmithing in a unique and interesting way. What should make these proposals especially appealing to the Dev Team is that they would enhance the game for ALL players, not just Weaponsmiths. Combat players would have an easier time outfitting themselves with a greater variety of weapons, be able to sell looted weapons to Weaponsmiths, and have greater control over the customization of their characters while Weaponsmiths would be kept busy meeting the demand for the new products introduced.

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thegreywolfe
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Re: An Economic Stimulus Package for Weaponsmiths

Post by thegreywolfe » Fri Feb 01, 2008 10:03 pm

All very interesting, but you don't have to convince us here, you have to convince the devs.
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Baroo
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Re: An Economic Stimulus Package for Weaponsmiths

Post by Baroo » Mon Jul 28, 2008 4:55 pm

A lot of this is occurring with GU5. Personally, I look forward to being a weaponsmith once again, the TC experience of this has left me feeling rather pleased. Granted I too had been jaded about it so long that ANYTHING seems an improvement, and there are a lot of specific resources to collect, but that's true of each of the trade trees.
Baroo - Shipwright
Tenrai - Munition / Weaponsmith (Beastmaster)
Shadowfire

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Zbignew
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Re: An Economic Stimulus Package for Weaponsmiths

Post by Zbignew » Tue Jul 29, 2008 1:40 am

Baroo wrote:... there are a lot of specific resources to collect, but that's true of each of the trade trees.
How about a list of those resources so we miner's can go dig 'em up!!

:mrgreen: Zbig
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Wannabe Droid Engineer-- Wannabe Ranger

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Zbignew
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Re: An Economic Stimulus Package for Weaponsmiths

Post by Zbignew » Tue Jul 29, 2008 1:41 am

Baroo wrote:... and there are a lot of specific resources to collect, but that's true of each of the trade trees.
How about a list of those resources so us miners can go dig 'em up!! :mrgreen:

Zbig
Proji--------------------------Syotr
Wannabe Droid Engineer-- Wannabe Ranger

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Zbignew
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Re: An Economic Stimulus Package for Weaponsmiths

Post by Zbignew » Tue Jul 29, 2008 1:42 am

Baroo wrote:... and there are a lot of specific resources to collect, but that's true of each of the trade trees.
How about a list of those resources so us miners can go dig 'em up!! :mrgreen:

Zbig
Proji--------------------------Syotr
Wannabe Droid Engineer-- Wannabe Ranger

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Zbignew
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Re: An Economic Stimulus Package for Weaponsmiths

Post by Zbignew » Tue Jul 29, 2008 1:43 am

Baroo wrote:... and there are a lot of specific resources to collect, but that's true of each of the trade trees.
How about a list of those resources so us miners can go dig 'em up!! :mrgreen:

Zbig
Proji--------------------------Syotr
Wannabe Droid Engineer-- Wannabe Ranger

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