Ironcleaver Posted April 18, 2012 Posted April 18, 2012 (edited) Give each crew skill owner (the player) a buff that only that class could get - One hour buff, group wide (not operation wide if you want to limit it). The player would have to remain grouped with said player(s) for their buff to remain active. Armormech - Damage Reduction BoostArmstech - Tech Damage BoostArtificing - Primary Stat Boost (Aim, Cun, Will, Str)Cybertech - Endurance BoostBiochem - nothing - already gets stuff. Base each buff as a precentage so that it will grow over the couse of the game and as levels go up. 50 Crew Skill = 0.50%100 Crew Skill = 1.00%150 Crew Skill = 1.50%200 Crew Skill = 2.00%250 Crew Skill = 2.50%300 Crew Skill = 3.00%350 Crew Skill = 3.50%400 Crew Skill = 4.00.% Now each crafting class feels a pinch more usefull in the endgame and brings somethign to the table other then questionable gear. Edited April 18, 2012 by Ironcleaver
venomlash Posted April 18, 2012 Posted April 18, 2012 I can dig this idea, but it would need to be very carefully balanced. In your post, there's no suggestions regarding Synthweaving and tech damage, but not force damage, is buffed by somebody. It would mess things up a bit.
Ironcleaver Posted April 18, 2012 Author Posted April 18, 2012 I can dig this idea, but it would need to be very carefully balanced. In your post, there's no suggestions regarding Synthweaving and tech damage, but not force damage, is buffed by somebody. It would mess things up a bit. Yeah true, just examples though..
GnatB Posted April 19, 2012 Posted April 19, 2012 No. Crewskills should NEVER confer a non crewskill advantage. People that don't like doing it shouldn't be strongarmed into doing it in order to compete at what they actually want to do. The less crafters, the better the profits.
Ironcleaver Posted April 19, 2012 Author Posted April 19, 2012 No. Crewskills should NEVER confer a non crewskill advantage. People that don't like doing it shouldn't be strongarmed into doing it in order to compete at what they actually want to do. The less crafters, the better the profits. Thats the problem though, thay -have- already done just that for a single crafting class leaving all the rest with no way to compete in raw endgame.
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