Legends of the Jedi Forums The Brainstormtorium New Science Skill : Makebatch

Deprecated: Function bp_core_get_user_domain is deprecated since version 12.0.0! Use bp_members_get_user_url() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170

Deprecated: Function seems_utf8 is deprecated since version 6.9.0! Use wp_is_valid_utf8() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170

Deprecated: Function seems_utf8 is deprecated since version 6.9.0! Use wp_is_valid_utf8() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170
This topic has 11 replies, 9 voices, and was last updated 16 years, 7 months ago by Fishy.
Viewing 11 posts - 1 through 11 (of 11 total)
    • Slyth Member
      September 11, 2009 at 5:28 am #1188

      Ok, just a random idea i had for new science skill considering there would be no more datachips. Why not have it so scientists after a certain level can start to mix chemicals together, allowing for stronger or weaker chemical mixtures that can be used in other things? all you would have to do is have it so x number of chemicals can be put together to produce x/2 chemicals. like, if they use 4 chemicals, they would get 2 batches from it, all of the same mix.

    • Muddledde Member
      September 18, 2009 at 9:02 pm #11485

      Random? A coincidence. I was just discussing with the RPC about that as well. To add to it, allow engineers to add one ONE chemical to each explosive. I agree with Slicerin_Craft that is 2 chemicals are mixed, then 2 batches of those mixed chemicals will be made. Same with 3, 4, 5, etc. This will also allow for easier explosive research and making.

      Adding chemicals to item creation sounds interesting. Or a chemical to rub onto an item for a limited bonus as well. I really enjoy the makebatch idea a lot.

    • Helix Participant
      September 18, 2009 at 10:56 pm #11487

      Put this green gel on your blaster! It makes it more accurate! Seriously, do it! DO IT!

    • Muddledde Member
      September 18, 2009 at 11:14 pm #11488

      Maybe adding the chemicals during construction?

    • Onasaki Participant
      September 20, 2009 at 5:07 am #11501

      I support this. Mainly because we don’t have many chemicals ingame right now.

    • Avanga Member
      September 20, 2009 at 5:28 am #11505

      Use hair dye for grenades.

    • Muddledde Member
      November 4, 2009 at 10:04 pm #12308

      This goes with a bit of combat as well, but is probably best covered under this forum (because combat is closed anyway).

      I am quite tired of seeing most combatants, and most people in general, not including armor and weapons, wearing the same shit. You know the person is going to be a fighter because they have those midnight gloves on, or those ornate wraps (which look cool by the way), or that stupid chronometer or whatever goes on the wrist. Allowing a makebatch, or mixing different chemicals, and combining the chemicals with a piece of equipment (not including armor or weapons) could give different benefits to that equipment. So instead of everybody wearing those midnight gloves and getting +str from it, a chemical could be imbued (hey, the imbue skill) to a piece of equipment made for the character to allow increased str, or dex, or whatever other benefits can be given from the equipment currently being bought that makes everything feel like it’s going towards Communism, or Star Trek. Everybody wears the same damn thing in Star Trek.

    • Drel Member
      November 5, 2009 at 12:27 am #12309
      "Muddledde":1l97r7oe wrote:
      This goes with a bit of combat as well, but is probably best covered under this forum (because combat is closed anyway).

      I am quite tired of seeing most combatants, and most people in general, not including armor and weapons, wearing the same shit. You know the person is going to be a fighter because they have those midnight gloves on, or those ornate wraps (which look cool by the way), or that stupid chronometer or whatever goes on the wrist. Allowing a makebatch, or mixing different chemicals, and combining the chemicals with a piece of equipment (not including armor or weapons) could give different benefits to that equipment. So instead of everybody wearing those midnight gloves and getting +str from it, a chemical could be imbued (hey, the imbue skill) to a piece of equipment made for the character to allow increased str, or dex, or whatever other benefits can be given from the equipment currently being bought that makes everything feel like it’s going towards Communism, or Star Trek. Everybody wears the same damn thing in Star Trek.[/quote:1l97r7oe]
      I’d disagree, really. That would FURTHER change the balance towards engineers. It’s bad enough that you can’t be anything approaching decent at combat without an engineer-made blaster and set of armor (a measure I fully support, really; we’re at a damn good balance at the moment)–something you need to have friends or money to get, neither of which are easy to acquire for a new player. Let combatants keep being able to acquire the rest of their gear on their own; hell, the carapace quests gives engineers a taste of their own medicine–bit hard to down lyleks as an engineer.

      That all being said, I’d like to repeat that I LIKE player-made weapons being the best in the game. High-tech weapons are something you’d logically expect engineers to be the best at. Scraps of leather that magically make you hit harder, move faster? I don’t think so.

      On a side note, I would be for a proposed change (I forgot who suggested it, honestly) that would allow engineers or scientists to partially rename items. They’d still be examinable or lookable to determine what’s "under the hood," but they could cosmetically change the item for RP’s sake.

    • Kirash Participant
      November 15, 2009 at 2:34 pm #12418

      Hell I’d be happy if Engies got to use makeclothing to make clothes that were slightly better than the store-bought ones instead of being just generic clothing to wear so you’re not nekkid… either by using different supplies or perhaps through a feat.

      But, for once, I do agree with RJ that Engies have it good right now. If you know where to get the best supplies to make the best blades/blasters/armor (plus the armor feat), you’ve got it made.

    • Muddledde Member
      November 15, 2009 at 3:03 pm #12420

      Yes, engineers can make loads of money, but they are cursed at the same time.

      Alright, I see your point, but you are right, maybe engineers should have a skill that would allow somebody to change the name of the clothing they are wearing, or have a mob that will allow it. "Oh look. That person has covering armor and wearing a Krayt-hide cloak. I wonder what they do for a living…."

    • Fishy Participant
      November 17, 2009 at 6:06 am #12453

      A lot of non-combatants wear combatant gear (not heavy armor and huge repeaters, but the various items) if they can, just because they give a little edge. STR and DEX bonuses help engineers, too. And everyone could use a little better HR/DR when blowing up those pesky message drones to get wads of cash. And good armor might be worth it for a non combatant if you’re the sort of non-combatant who might get attacked.

Viewing 11 posts - 1 through 11 (of 11 total)
You must be logged in to reply to this topic.