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Armorer and Blacksmith
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Enverdi
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Joined: 19 Jul 2004
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 Post Posted: Sat Jan 22, 2005 2:16 am    Post subject: Armorer and Blacksmith
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At any time is it planned to have weapons and armor sustain damage?

I ask this because it would be neat if Artisans were the only ones that could fix such damage. Much like only techs can fix comms, cybergear...
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soundless
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 Post Posted: Sat Jan 22, 2005 2:28 am    Post subject:
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i don't mind another reason for me training repair (other than links/standard restoration and an expected painting restoration thing or something).

but, i'd have to say artisans shouldn't do pulse weapons, though. or at least the internal mechanics.
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Enverdi
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 Post Posted: Sat Jan 22, 2005 2:44 am    Post subject:
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No, not pulse weapons. That'd be Techs.
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Tugor
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 Post Posted: Sat Jan 22, 2005 4:56 am    Post subject:
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Enverdi wrote:
I ask this because it would be neat if Artisans were the only ones that could fix such damage. Much like only techs can fix comms, cybergear...


I can see the realism here but I think it would be too much of a pain for the avid hunters depending on the rate of armor\weapon quality decay.

But if this would go into effect I would expect anyone that wants to train repair to be able to fix their weapons. I can't see how Artisans would be able to repair every single known type of non-modern weapon in existence.

I'd expect the skill check to include <weapon\armor type skill> + repair + stats(coordination+perception perhaps).
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TheTrackerChick
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 Post Posted: Sat Jan 22, 2005 5:15 am    Post subject:
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Quote:
I ask this because it would be neat if Artisans were the only ones that could fix such damage. Much like only techs can fix comms, cybergear...


I so hope you were joking about this. Artisans the only ones to fix damage to weapons and armor? And bash their fingers on anvils and things? How would they tailor those big ass backpacks then? (A JOKE!)

I think if an artisan trains in repair, the weapon they're repairing, the armor they're repairing, and the correct stats, then sure repair away. But for them to exclusively repair all weapons and armor, I vote no on that one.
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 Post Posted: Sat Jan 22, 2005 5:15 am    Post subject:
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i'd see weapon and armor repair the same i see cybergear repair and item sharpening.

anyone can do it, but certain classes do it best.

but, on the other hand, let's say someone gets their equipment completely destroied. then i can see artisans being the only ones able to restore them, a la the excavation artifacts.

but, on that third mutant hand i have from a freak medic accident, it would also be cool to see if an artisan can temporarily boost weapon and/or armor stats (or quality) by repairing them. that way, someone would want a medic to give them that health/stamina boosting massage while an artisan sharpened their weapon or buffed up their armor.
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Tugor
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 Post Posted: Sat Jan 22, 2005 5:19 am    Post subject:
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Even then I would expect the actual skill of said weapon or armor to play a major role in the effectiveness of repair.

I don't see artisans as blacksmiths, it just doesn't make sense. Just because they can triple train repair and fix alot of stuff doesn't mean they can do the same to weapons and armor, one needs to know about that specific type of weapon or armor to be able to fix it.

Quote:
a. What Is An Artisan?

Artisan are the creators of Haelrahv, and excel in the creation of
things such as pottery, tailoring, woodworking, and photography.
While any adventurer can partake in these activities, Artisans
achieve levels of expertise that no one else can.


Artisan. . .ART. . .not blacksmith.
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 Post Posted: Sat Jan 22, 2005 5:26 am    Post subject:
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Sharpening IS edged weapon repair, it's been there for a really long time, only thing is that nothing but woodworking damages weapons yet.
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soundless
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 Post Posted: Sat Jan 22, 2005 5:27 am    Post subject:
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Tugor wrote:
Even then I would expect the actual skill of said weapon or armor to play a major role in the effectiveness of repair.


i'd expect craftsmanship more than the weapon skill.

i don't know how to swing a sword to know how to keep it sharp. sure,

example: someone can be a car mechanic without knowing how to drive. they just need to know how the machine works, not how to properly use it. sorta like techs and medic equipment.
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Tugor
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 Post Posted: Sat Jan 22, 2005 5:30 am    Post subject:
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soundles wrote:
example: someone can be a car mechanic without knowing how to drive. they just need to know how the machine works, not how to properly use it. sorta like techs and medic equipment.


Heh here's a better example.

example: You can't call a plumber in to re-wire your building. Sure the plumber knows how to repair things in his area of expertise, Artisans area of expertise seems like ART, not weapons and armor.

Technicians have an area of expertise: electronics.
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TheTrackerChick
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 Post Posted: Sat Jan 22, 2005 5:32 am    Post subject:
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I still see repair as the biggest factor, then the weapon or armor skill of what you're trying to repair. And certain professions being a little better at it, depending on what bonuses they have already in place.
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 Post Posted: Sat Jan 22, 2005 5:37 am    Post subject:
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Assuming other repairs follow the sharpening precident, artisans will have a bonus but anyone can do it, weapon/armor skill and craftsmanship both play a part.

Artisan isn't the same thing as artist, an artisan is a skilled craftsman, so I personally see some expertise in blacksmithing to be artisan. However, mercs and troopers would likely have bonuses in making weapons and metal armor respectively due to expertise in the area. Weapons and armor aren't the only things made out of metal though.

I should probably get outa here now before Valla chases me out.
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 Post Posted: Sat Jan 22, 2005 5:42 am    Post subject:
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Tugor wrote:
Artisans area of expertise seems like ART, not weapons and armor.


Code:
Artisans are the craftsmen, artists and creators that make much of the worlds goods by hand. Artisans may learn to craft a wide array of things, as well as repair most broken items.


i don't see what other profession would be seen as the repairmen of non technological objects.

i'm not saying artisans should be the only ones able to repair, but i do think they should be the best at it. artisans make stuff and fix stuff. the expertise isn't art, it's making or repairing anything at all that isn't electronic. heck, one of our core skills is repair. in the new skill system, it is one of the two skills we gain the most of a bonus in per level, the other being craftsmanship.
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TheTrackerChick
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 Post Posted: Sat Jan 22, 2005 5:44 am    Post subject:
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You didn't mention the stepchildren Hunter, the Trackers, who triple (yes I know we won't have this eventually) craftsmanship and repair. Where do bows fit in here? And leather?


And here is what the proposed skills for artisans are with the new release:

Artisan : appraisal, cooking, craftsmanship, glassworking, jewelry crafting, painting, photography, repair, sculpting, tailoring, and woodcrafting.

That sure looks artsy to me.

Repair and craftsmanship are the closest I see to blacksmithing that artisans will have. Trackers will still have craftmanship, and Technicians will still have repair.


Am I just totally clueless here? That artisans will be best at repairing armor and weapons? If that's how it is, then that'll be fine. I'd just like a better explanation as to why is all.
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Brokyn
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 Post Posted: Sat Jan 22, 2005 9:13 am    Post subject:
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I should go bump my thread regarding sub-skills for Repair. Dun dun dun.

--William
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