[Suggestion] Intelligence

Right now the only purpose of intelligence is to boost dark side force powers. I propose that dark side force powers move to wisdom instead of intelligence and intelligence be used for other skills. This would make wisdom about strength in the force and charisma about connectivity (more FP, better lightsaber control).

Then move all brain-skills over to int - medicine is already int, so move over engineering to be dex/int, blasters to be dex/int and scavenging to con/int. For balance can then move weapon/armour smithing over to int/str and int/con.

Then boost skills with the intelligence:
Medicine: Bonus to healing with heal kits/force packs/bandages
Engineering/Armoursmith/weaponsmith: bonus on repair kits
Fabrication: Eventual bonus on repairing vehicles/buildings
General: Small bonux to xp gain

Reasoning: Right now a lot of skills give you wis/int/cha which are only useful if you use the force. Using my character as an example, because I decided I wanted Fabrication, Engineering, Medicine and Blasters, I’m getting 20 int, 17 wisdom and 2.5 charisma which is entirely useless to me. I have no way to make any of these skills better besides leveling them up - unlike all the combat skills which are boosted by their respective skills.

It seems odd to me that using a blaster makes you better connected to the light side of the force, while using medicine makes you close to the dark side of the force. Allowing int to boost skills allows all these wayward skills to boost int and give general boosts everyone can use.

Good idea, it definitely would make more sense that way.

So the ranged thing, if I remember right the original version that was because wis oversaw spot.
But you bring up good points, the problem becomes then however that stacking crafting skills becomes better and better, and you basically must go light and dark side to be a good force user, I don’t think it works with the way the server is currently set up, but might be something to look into later once more kinks are worked out.

Edit now that I think about it the wisdom secondary is because you can get zen archery

The Force issue could be gotten around by having a unified Force skill with the perks being Light/Dark/neutral as outlined in the Force system proposal.

Good point about Zen archery (or rather Zen shooting) though. It still feels weird that you grow stronger with the Force by using a blaster, however.
Anyway, this is unlikely to change without a rework of the Force system.

I don’t think that stacking crafting skills making you better at crafting is a bad thing - you’re sacrificing combat for crafting after all so there should be some reward for that outside of RP. You could technically get all 5 crafting skills for 250 in crafting and another 150 in harvesting/scavenging - but that would leave you 100 points for any combat skills - to get all the crafts you’d have to spend half your points on crafting (and SP comes into play here as they all pretty much require more than 50 SP to max).

For force you have lightsaber, dark side, lightside and force armour which all boost the force - that is 400 points of your 500, leaving 100 (or 200 if you don’t get both light/dark) for boosting your dex/con/str.

Zen Archery I feel is a bit silly as well - why can’t dark siders use the force to guide their shots but the light side can? That gives more reason to merge them.

But you are not, you have 200 points to play with after getting all crafting skills to max.
that is enough to get mining and scavenging upto max leaving you with 50, or you could pick up a blaster and light armor and with your proposed changes makes crafting even better. And then ontop of bonuses to repair/heal/ and an xp bonus for some reason it would all in all make an I do everything craftingwise, just bring me materials, oh I can also ace shots with a blaster type character a really strong build.
and if need be where you absolutely needed gathering you can painlessly drop weaponcrafting because it is by far the worst crafting skill, and cooking since we don’t even know what it does yet, to get upto 100 harvesting which will get you the lions share of what you need.
This change would need a major overhaul of how the system is done.

It is 250 to max all 5 craft skills, with another 50 from cooking - not 200. Another 100 for harvesting and 50 for scavenging leaves you 50-100 free skill points. Yes you could drop two of them but then you’re not getting every craft so what is the issue with it stacking?

If I level up light armour and blaster and other dex skills like MA then I get rewarded with more dex which makes my blaster better. If I level up multiple craft skills then I get a bit of strength or dex or intelligence which do nothing to help craft skills but help other skills. My major issue is that force uses three attributes and other skills boost this - so force users have the most flexibility.

The game allows you to be entirely craft based, so why not reward players for choosing that path since every other player is rewarded for choosing other pathes? Crafting skills should give benefits that everyone can use rather than attributes useless to non-force users.

Anyhow, it wouldn’t be a major overhaul at all. It would require a bunch of changes but most of the work would be in deciding and adding the benefits to craft skills. I’m not sure where you’re coming from with calling it a major overhaul - there are only 21 files in the entire system that even reference intelligence and most of them aren’t functionally using it :slight_smile:

So it requires a rebalance of FP gain since int will no longer be a force skill.
It will make lightside/darkside stacking need a redress even more since it gives you stacking bonuses now.
It will make the optimal build crafting focus with a single combat ability, and a single armor ability, which will net you +40 to a stat if they have the same primary like dex.
As it stands crafting is already the most important skills to go into which may change depending on how well the economy goes up from the changes to item costs. But it is still far more benefical to get two crafts to 50 then one combat skill to 100. Because of the flexibility crafts give you by their very nature.
Also, ontop of that if you use the bonus to xp idea it makes crafting even more attractive.
Tell me, how much time do you think people devote to crafting already?
From what I see it is what most the server spends the lions share of their time doing.
Wanting to boost it further and make it even better, is just silly in my opinion.

How about having int grant CD reduction? CD’s are long to the point of rendering some things useless, and that would give a reason beyond darkside to give a crap about int.

I disagree, crafting is not at all one of the most important skills. The difference between a basic blaster, a blaster 1 and a blaster 2 is a higher level and more mod slots. The same goes for weaponssmithing and I’m pretty sure armoursmithing, and fabrication you can easily buy the small amount of buildings you need and make low level furniture with less than 10 fabrication. Outside of the craft for your main weapon and maybe armoursmithing there is little mechanical benefit in grabbing a craft. You get a lot more mileage as a combat character by leveling up multiple combat skills - except for a dark side character who gets several crafts that grant int and one that grants con.

People craft because they enjoy it and because they’re hitting combat ceilings. I know -many- people that do not craft at all or spend less than 20% of their time crafting; so it’s far from what most of the server spends the ‘lions share’ of their time doing.

This change clearly improves the problems you list - which is why I’m not sure why you’re disagreeing and calling it silly. If crafting improved crafting rather than force/combat skills then high tier crafters are better crafters rather than better jedi/blasters. As it is a very optimal blaster would get lightside, lightsaber, blaster, light armour, engineering and weaponsmith - which provide all of the main dex skills as well as getting wisdom from blaster/engineering for no reason. My suggested change would remove the benefit to the lightside/darkside/blasters/melee/etc you get from crafting/blasters and balance things out more for everyone rather than it being one sided.

I like that idea too! Though abilities would need a hard minimum cap I think - many of the abilities that are very strong have very long caps. Electric Fist for example can win PVP fights with a 9 second stun and bonus damage; the 5 minute cooldown prevents more than one or two uses in a single fight but if that was 1 or 2 minutes then it’d be very powerful!

Though that is balanced somewhat by int skills meaning less strength so less chance to hit (same with tranq dart and other similar skills that rely on a hit).

Perhaps if you ignore that weaponsmithing, and engineering are both primary Dex and secondary int sure.
But let’s give engineering more buffs. It is already the single strongest craft in the game, going over ore refining, mining tools, power cores, blasters, and lightsabers, let’s give an xp bonus ontop of it.
The only two implemented crafts are primarily int out of five.
I also don’t think we need to further boost crafting with an xp boost. It’s just not a, good idea at the end of the day in my opinion.
And finally I see the majority of people crafting, and I see a lot of time devoted to it in the form of farming resources, and sitting and crafting for long periods of time.

Crafting is directly tied to not sucking. Make crafting optional by removing having gear, having stat bumps, and getting skill points from it. Put in stores with gear, remove points spent on crafting from your cap, so on until crafting exists as something extra, rather than a primary focus of the server. I’d love to not have to craft without immediately being reliant on everyone else for literally anything I want.

I do not craft and I am not being immediately reliant on anyone else in the server. I could quite literally make do with just the basic stuff sold in the stores or even in the later-game stores.

In any case, I do like the idea of not being a total god without relying on anyone. This is a social server where you should talk to other people for things like fuel or towers or stuff like that, if you are unable to make those things.

Buy me a lightsaber from the store.

Training lightsabers exist, so you can entirely buy such.

Must be new.

Also, I’ll point out that not-nice characters might not want to talk to the other players. Or the nice players might not want to talk to the puppy-kicking evil guy. Player crafting shouldn’t be the only way to get nice things.

I disagree - and find that a weird point to make: if your character doesn’t want to talk to anyone because they’re ‘not-nice’ then who’re you RPing with and what kind of story are you making? There are sufficient players on both the ‘good guy’ and ‘bad guy’ sides - as well as many neutral - for anyone even on a small server to find someone to purchase things from.

This isn’t even including the several factions that also work together across the alignment spectrum/affiliation spectrum and often have access to crafters of every type.

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Whatever kind I want to make? I keep hearing again and again that the server is supposed to provide a way to make the character you want. Again, forced participation in crafting, if not as a crafter than as a customer.

Armoursmithing is quite a bit stronger than engineering. Engineering provides power cores (15 credits in the store), mining tools (30 credits each), blasters and lightsabers (not everyone uses either) and refining (quite useful, but right now nothing is refineable over 10 engineering that you can find without a drill). Armoursmithing on the other hand provides boots, amulets, belts, armour and power gloves - which is a significantly larger spectrum. Even weapon smithing is as useful as engineering as outside of blasters and lightsabers every other weapon is made through that.

I mentioned making the others int primary already in the original post. I’m not sure where you play on the server but while most people craft that doesn’t mean they’re spending most of their time crafting. Farming resources while doing other stuff happens.

Anyways, you continue to argue that craft skills are more powerful than combat skills - even though if they were int primary they’d be entirely weaker. The suggested change -weakens- force users and strengthens crafters without strengthening anyone else, so I’m not sure what point you’re trying to make. Many people get away with few or no crafts and have not been adversely affected, not even having issues making credits. The strongest characters will be those without crafts that buy their equipment from crafters, in the end.