aaronbeale Posted April 20, 2015 Share Posted April 20, 2015 The pre-fabs work well I think but we should also be able to craft unique items specific to your crew skills such as; Synthweaving - Civic & Banners Armstech - Containers Armormech - Furniture Cybertech - Technological & Utility Bioanalysis - Personnel & Environmental Artiface - Lights & Signs Not having a whole selection of items like the pre-fab vendors have, but adding just 1 or 2 each patch using already in-game items found throughout the galaxy which you learn from your trainer like normal, e.g the mando banners on DK & the bar from most cantinas. Just a thought....... Link to comment Share on other sites More sharing options...
Kunovega Posted April 23, 2015 Share Posted April 23, 2015 The pre-fabs work well I think but we should also be able to craft unique items specific to your crew skills such as; Synthweaving - Civic & Banners Armstech - Containers Armormech - Furniture Cybertech - Technological & Utility Bioanalysis - Personnel & Environmental Artiface - Lights & Signs Not having a whole selection of items like the pre-fab vendors have, but adding just 1 or 2 each patch using already in-game items found throughout the galaxy which you learn from your trainer like normal, e.g the mando banners on DK & the bar from most cantinas. Just a thought....... thats already the point of the prefab vendors half the crafters can make prefabs for synthetic vendor, half the crafters can make prefabs for the industrial vendor and it takes both working together to make universals Link to comment Share on other sites More sharing options...
SteveTheCynic Posted April 23, 2015 Share Posted April 23, 2015 thats already the point of the prefab vendors half the crafters can make prefabs for synthetic vendor, half the crafters can make prefabs for the industrial vendor and it takes both working together to make universals No, that's not quite what the OP is asking for. He wants to go one step further and make decorations directly, thematically linked to the crafting skill. Link to comment Share on other sites More sharing options...
aaronbeale Posted April 24, 2015 Author Share Posted April 24, 2015 thats already the point of the prefab vendors half the crafters can make prefabs for synthetic vendor, half the crafters can make prefabs for the industrial vendor and it takes both working together to make universals Um yes believe we know this already, Where can you buy a Mando banner? Where can you buy the bar (large rectangular 1) in most cantinas? Link to comment Share on other sites More sharing options...
aaronbeale Posted April 24, 2015 Author Share Posted April 24, 2015 No, that's not quite what the OP is asking for. He wants to go one step further and make decorations directly, thematically linked to the crafting skill. This is exactly what I was thinking, extra decorations for all and another income stream for crafters Link to comment Share on other sites More sharing options...
Draqsko Posted April 26, 2015 Share Posted April 26, 2015 This is exactly what I was thinking, extra decorations for all and another income stream for crafters Why not just add them to the prefab vendors then? Prefabs have to be crafted so it's not like crafters are being deprived here, and more decorations on the prefab vendors would enhance the value of prefabs. Link to comment Share on other sites More sharing options...
aaronbeale Posted April 27, 2015 Author Share Posted April 27, 2015 Why not just add them to the prefab vendors then? Prefabs have to be crafted so it's not like crafters are being deprived here, and more decorations on the prefab vendors would enhance the value of prefabs. How about enhancing the value of our crafting skill instead of the cred value of prefabs. Link to comment Share on other sites More sharing options...
Draqsko Posted April 27, 2015 Share Posted April 27, 2015 How about enhancing the value of our crafting skill instead of the cred value of prefabs. You need to have a crafting skill to craft prefabs, how does enhancing the value of prefabs not also enhance the value of the crafting skill that makes them? Link to comment Share on other sites More sharing options...
SteveTheCynic Posted April 27, 2015 Share Posted April 27, 2015 The OP's idea gives *all* crafting skills value, whereas prefabs require one of each group (depending on the type of prefab you want to make). So the existing situation gives value to *any* of them, while the OP's idea gives value to *all* of them because they aren't interchangeable. Link to comment Share on other sites More sharing options...
aaronbeale Posted April 27, 2015 Author Share Posted April 27, 2015 You need to have a crafting skill to craft prefabs, how does enhancing the value of prefabs not also enhance the value of the crafting skill that makes them? Pre fabs are only a portion of the crafting skill tree, look at all the enhancements and hilts an artifacer can make for example, yet can only make synthetic & universal pre fabs, same with armstech can make many guns and barrels etc but only industrial & universal pre fabs. By adding crafting skill specific decorations (e.g bannners for synthweaving), how does it not increase the value of our crafting skill, we can all make pre fabs... (obviously in addition to the dark projects and associated craftables that all get) Link to comment Share on other sites More sharing options...
Draqsko Posted April 28, 2015 Share Posted April 28, 2015 Pre fabs are only a portion of the crafting skill tree, look at all the enhancements and hilts an artifacer can make for example, yet can only make synthetic & universal pre fabs, same with armstech can make many guns and barrels etc but only industrial & universal pre fabs. By adding crafting skill specific decorations (e.g bannners for synthweaving), how does it not increase the value of our crafting skill, we can all make pre fabs... (obviously in addition to the dark projects and associated craftables that all get) Because that increase will only apply to certain select crew skills that are able to craft popular decorations over others that don't get popular decorations because it doesn't fit the crew skill thematically. This is probably the whole reason they did the prefab thing anyways, considering that cybertech and synthweaving would be about where 75% of the decorations on the prefab vendors fit thematically. That's the problem, it's hard to balance individually crafted items, the prefab method at least preserves some thematic approach, without leading to heavy favoritism of one crafting discipline. Link to comment Share on other sites More sharing options...
aaronbeale Posted April 29, 2015 Author Share Posted April 29, 2015 Because that increase will only apply to certain select crew skills that are able to craft popular decorations over others that don't get popular decorations because it doesn't fit the crew skill thematically. This is probably the whole reason they did the prefab thing anyways, considering that cybertech and synthweaving would be about where 75% of the decorations on the prefab vendors fit thematically. That's the problem, it's hard to balance individually crafted items, the prefab method at least preserves some thematic approach, without leading to heavy favoritism of one crafting discipline. Random decorations then. Link to comment Share on other sites More sharing options...
Graveslice Posted April 29, 2015 Share Posted April 29, 2015 There are a ton of things that each specific crafting profession can make that would make it a viable counterpart to all others. Sythnweaving: Civic Banners and Rugs Cybertech: Computers and Display Monitors Biochem: Trees and Bushes Artifice: Holo Displays and Projectors Armstech: Lights and Neon Signs Armormech: Containers and Wall Decorations I for one am for having professions as a source to get decorations other then prefabs. They don't even have to be bind on use decorations. They can bind on craft. It would get people more excited about leveling more alts to cover all the professions. Link to comment Share on other sites More sharing options...
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