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Unique crew skills


Elion_Starr

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I realize this has probably been brought up before but I don't have time to search through 10,000 threads. :p Why not introduce the ability to assign unique skills to each crew member? Invariably I end up needing a crafting material that I do not have the ability to harvest because that material comes from a different crafting skill. I"m not about to work my way up to level 400 in one skill only to start a new skill to get a few oddball materials needed to craft. This issue would be eliminated (and the game would seem more realistic) if each crew member had their own skill set. I think it's kinda silly for 6 crew members to be restricted to the same three skills. :rolleyes:
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I think the point is to foster solo crafters to interact with other crafters of the community, thereby creating something approximating an economy.

 

The alternative is to have multiple toons in the Legacy with different craft skills in order to cross-pollinate the supplies.

 

Making a single toon wholly self-sufficient is antithetical to their goals.

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I think the point is to foster solo crafters to interact with other crafters of the community, thereby creating something approximating an economy.

 

The alternative is to have multiple toons in the Legacy with different craft skills in order to cross-pollinate the supplies.

 

Making a single toon wholly self-sufficient is antithetical to their goals.

 

Yep, what he said (quite eloquently, I might add).

 

This game is designed for people to have multiple characters, so you might as well embrace it and level some other crew skills on alts. If not, just make some credits with what you have and buy the mats you need.

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Actually, self-sufficient crafting is pretty much what we have: Outside of Augments, everything you craft uses mats from either the associated gathering or mission skill, from a vendor, or from an instance drop. Assuming you have the three skills that crafting was designed around (Crating Skill + Appropriate Mission Skill + Appropriate Gathering Skill), you should have no need for another character's skills.

 

The one exception is crafting augments, which was added in a patch well after launch. I'm guessing they felt Slicing should be useful to crafters, so they made it the source for the Tech parts needed. I don't think this was a particularly good idea, but since the entire system discourages you from using augments until you hit the level cap anyway, it's not really a big deal in my opinion.

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Actually, self-sufficient crafting is pretty much what we have: Outside of Augments, everything you craft uses mats from either the associated gathering or mission skill, from a vendor, or from an instance drop. Assuming you have the three skills that crafting was designed around (Crating Skill + Appropriate Mission Skill + Appropriate Gathering Skill), you should have no need for another character's skills.

 

Not entirely accurate. There are a handful of armor schematics that require an additional gathering skill's materials. The one that springs to mind is the electrum synth weaving Orange set. All those schematics require a small amount of scavenged electrum

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