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August 18, 2008 at 2:12 pm #762
A thought crossed my mind today as to an idea to expand engineering a bit. You guess it a new skill.
It’s basically a skill that appraises the quality of engineering supplies.
I haven’t thought of an applicable name for it as it could work many different ways and possibly even be more then one skill.
I’m not on the dev team, (Though I know C++, C#, PHP, and Java) so I don’t know the current set up for materials so this may be way too much code to be feasible.First, I would suggest some sort of stat system for the materials things such as:
Durability
Conductivity
Hardness
Radioactivity
Density
Energy Resistance
Force Resistance
For exampleThese could be percentages or even an arbitrary number. Each would influence the over all quality of any item made based on the item made.
Say you were making a circuit and you had Metal A that has 30% conductivity and Metal B that has 50% conductivity Metal B would be better for making a circuit out of even though Metal A has a hardness of 73% making it ideal for ship construction.
This isn’t needed for a couple of the ways I thought the skill could work though it would be a nice feature on it’s own.The first proposition to how the skill could work is appraisematerial
it would be a high level engineering skill that gives back a range of what the material’s stats might be the ranges gets smaller if you have applicable science fields and the higher you skill rank and engineering level is. This would be the most straightforward approach. The fail percentage on this would be high causing it to be a skill you use when you need as it eats the materials in the process.The second proposition is: comparematerials
This checks if material A is better then material B. Probably a bit lower level same mitigation factors other then losing the item when you use it. Could also take an argument to test a certain stat such as radioactivity for making ship engine parts.The third is: assessmaterial (for lack of a better name)
Give back the "credit score" of a material same mitigating factors in accuracy except it doesn’t give specific stats. Mid level skill same fail consequences as appraisematerial.As a side note a skill that refines materials would be a nice addition, though not entirely nessacary and would be more well suited as a scientist skill then and engineering skill. Would give them something useful to do anyway the engineer brings them 10 durasteel the scientist make it into an alloy and returns to them 3 reinforced durasteel for instance.
Just a couple quick ideas for a system that could use some improvement in my opinion. Any comments welcome just remember, the idea sprung to mind and I started jotting so it isn’t entirely thought out balance wise. Though RP-Wise I got to say a level 150 engineer/150 scientist should have some idea whether or not this battery is better then that one or this steel better then that steel by running a few simple test… Most of the stuff exist in real life and this is Star wars, the epitome of "Anything you can do I can do better."
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August 18, 2008 at 3:08 pm #7611
The inherent problem with this lies in the fact that it takes away from the feeling of accomplishment in finding the best quality materials right off the bat instead of experimenting with different combinations of recipies.
Now I know there are people out there who know the best materials to use right off the bat, but if the best no longer becomes the best, then something like this would only allow them to just bypass all the experimentation.
I’m not saying it is a bad idea. Personally, I think it has merit. However, as far as balancing issues go, this would need a little tweaking.
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August 18, 2008 at 3:28 pm #7612
I see your point and it’s a good one. That’s why I say make it vague if you give too definitive and answer it would kill that completely. This would also make stats more feasible, then battery x might be better for blasters due to it’s high conductivity but be horrible for vibroblades because it’s fragile and it could easily die on you in the middle of a battle. It give variance without having to completely stab in the dark as to what to use to make what.
These might even be well suited for an active skill to give scientist other than theorize/hypothesize especially if you only gave it to science mains only. That would be a nifty idea if you ask me, in general give every class something they can only do if they are a main in the class, I’ll have to think of some more and make another post for it. <!– s:twisted: –><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!– s:twisted: –>
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August 20, 2008 at 12:44 pm #7628
What your asking is for a basic know essence type engi skill like forcers have. People have been clamoring for this for a while. I talked to a imm about it and he said basic problem is the skill that is in currently is buggy any forcer who has used know essence can tell you that funky ass code name it attaches to items so the skill has to be reworked code wise and its on the bottum of coder things to do im sure <!– s;) –><img src="{SMILIES_PATH}/icon_wink.gif" alt="
" title="Wink" /><!– s;) –>
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