Star Wars Roleplay: Chaos

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Which part of the Factory do you find most difficult and/or unappealing?

Which part of the Factory do you find most difficult and/or unappealing?


  • Total voters
    31
I very much like all oft factory. Since I first joined it has expanded almost exponentially since the start of the site about one and a half years ago. My only qualms is as [member="Fatty"] stated, thee are not to many discussions going on. What I have though about doing is starting a series up where I can make a thread about building armor, weapons, gear and the like so others who may have problems with it, or don't understand can see how to use the factory.

The second thing I see is the starship forum. Not alot people make companies for ships on a large scale size. Meaning you have a few choices here and there, or go to Silk or CEC or Mandalmotors to get ships. And it's limiting. What I would like to see is maybe a person go through and start a series of threads where they can answer anything about ships and questions for that forum.

The only reason the factory excels as it is, comes from good communication. And we need to keep that going.
 

Beowoof

Morality Policeman :)
I guess it's been stated a few times already, but the gun count rules in the starship factory are very confusing. I just kind of chuck a number out there that I think is reasonable for a starship and wait for the judge to (hopefully politely) correct me on. There are so many if...buts for weapons emplacements. And I've only done starfighters so far. I'm hesitant to venture into frigate and capital ship business.

Also, just an OCD thing I guess, having vehicles lumped under general tech feels weird, especially since there are so many tech submissions every day and most of them are stuff like firearms and armor pieces. It's hard to sift through the myriad tech entries to find a tank or speeder.

That being said, I've only had good experiences in the factory so far. :)
 
Nickolas Imura said:
I very much like all oft factory. Since I first joined it has expanded almost exponentially since the start of the site about one and a half years ago. My only qualms is as [member="Fatty"] stated, thee are not to many discussions going on. What I have though about doing is starting a series up where I can make a thread about building armor, weapons, gear and the like so others who may have problems with it, or don't understand can see how to use the factory.

The second thing I see is the starship forum. Not alot people make companies for ships on a large scale size. Meaning you have a few choices here and there, or go to Silk or CEC or Mandalmotors to get ships. And it's limiting. What I would like to see is maybe a person go through and start a series of threads where they can answer anything about ships and questions for that forum.

The only reason the factory excels as it is, comes from good communication. And we need to keep that going.

or... subdivide the marketplace. starship manufacturers, vehicle manufacturers, weapons, other, exc.

so you go "I want a starship.... *click*" "Ok... these companies make starships. Let me browse their stuff."
 
Olivia Dem'adas said:
or... subdivide the marketplace. starship manufacturers, vehicle manufacturers, weapons, other, exc.

so you go "I want a starship.... *click*" "Ok... these companies make starships. Let me browse their stuff."
The only problem with that is most companies make more than one thing. Take my own : droids, mining facilities, medicine, etc. It seems to me it would just be the same companies over and over again.


As for the factory, company creation always frustrates me. I love RPing with my company but its not exactly the most easiest or user friendly system in the factory. Tier Advancement shouldn't be a walk in the park but it shouldn't be like pulling teeth either. I'm still not sure why we regulate such a thing. Anyone can handwave a number of credits or influence with their company, its not as if we have RPJs looking for a Tier II company with unrealistic amounts of money.
 
Definitely Tech. I would have voted for ships, but they have numerous guides and things to make it understandable... a bit. But tech have no guides and I know absolutely nothing of guns, vehicles, tanks, etc.,even less of how they work. I can only make completely useless stuff in the Technology Creation.
 
Quis custodiet ipsos custodes?
Company creation for sure. Primarily since the majority of my issues with the factory relate to that. Ships - you work with the staff, get them approved, and they sit there for use. Companies, however, are a lot more labor-intensive, particularly if you want to keep building with them.

>_>

<_<

Not to mention issues with factory staff always seem to crop up regarding the company
 
My ranking of Factory forums form easiest to why do I even bother?

1) Marketplace - No approval process. Minimal oversight. Simple rule: use this template and go forth.
2) Factory Discussion - Inherently simple since it's just like the Roleplaying Discussion forum, just for the Factory. Yet, it's cluttered with pinned topics and has no index.
3) Technology Creation - Judges are less picky about minor details, which is good. Yet templates are cumbersome - especially because of the high amount. Some Judges are still picky about minor details that have no function in roleplay. Objectives for Restricted Items are arbitrary and hardly tied with canon.
4) Company Creation - This might be better with a rework and put in the Codex. Tiers are arbitrary. Favors only companies that manufacture. Ignores Marketplace despite the fact that selling product/services is a core part of being a company. Does not adequately allow for Faction ownership of companies.
5) Starship Creation - Requires the most research and reading before submission. Every rule feels arbitrary. Promotes the idea that numbers > function. Judges do not adhere to definitions of things in Star Wars lore. Supposed hard limits no matter how much development a Faction/individual puts in.
 
Darth Junra said:
My ranking of Factory forums form easiest to why do I even bother?

1) Marketplace - No approval process. Minimal oversight. Simple rule: use this template and go forth.
2) Factory Discussion - Inherently simple since it's just like the Roleplaying Discussion forum, just for the Factory. Yet, it's cluttered with pinned topics and has no index.
3) Technology Creation - Judges are less picky about minor details, which is good. Yet templates are cumbersome - especially because of the high amount. Some Judges are still picky about minor details that have no function in roleplay. Objectives for Restricted Items are arbitrary and hardly tied with canon.
4) Company Creation - This might be better with a rework and put in the Codex. Tiers are arbitrary. Favors only companies that manufacture. Ignores Marketplace despite the fact that selling product/services is a core part of being a company. Does not adequately allow for Faction ownership of companies.
5) Starship Creation - Requires the most research and reading before submission. Every rule feels arbitrary. Promotes the idea that numbers > function. Judges do not adhere to definitions of things in Star Wars lore. Supposed hard limits no matter how much development a Faction/individual puts in.
The mining thread requirement has always been a favorite of mine to make people work for fancy stuff. But the restricted materials list is actually pretty loose. You can literally just do a 10-20 post thread about buying ore from a processing plant and it will get approved. And the mining thread for Stygium? Those crystals are not the only way to get stealth. A short dev thread about inventing a new technology and -blam- stealth stuff without handwave cloak that nobody understands anyway.


like... I dont even fully understand what a stygium cloak is or how it works. I just know the end result.




Also... I like the guide. Yes, it's a little complicated. But ship length and gun count limits are a great balancing factor, even though existing gun count limits on LSD and up is.... physically improbable. I've never really had a problem with it. I sat down, I read it, I wrote down my ideas for ship... and then I made sure that that the number of guns i had matched up.

If you want to make it simpler... GET RID OF THE BATTERY PHRASING. Thats the only thing about gun-math thats cumbersome. everything else is kinda strait forward. '700 guns here.' '900 guns here.' is easier to look at on a glance and doesnt force writers to re-read the guide to figure out if a battery is 4 or 5 guns.


i find it hilarious that 'light' is now an acceptable modifier after all the complaining about gun math and weapon numbers from previous starship judges...

But... yeah. there are a lot of simple and quick fixes that can be made to the guide without throwing it out the window entirely. And simple doesnt exactly mean 'easier to abuse', since the judges will be holding submissions to the same standard.
 
[member="Darth Junra"]

Darth Junra said:
Every rule feels arbitrary. Promotes the idea that numbers > function. Judges do not adhere to definitions of things in Star Wars lore. Supposed hard limits no matter how much development a Faction/individual puts in.

Alright, so here's why it is like it is, and here is why you're wrong.

"Every rule feels arbitrary"
Every rule in the guide has a purpose and a reason. It's not 'arbitrary', no matter how much you might feel to the contrary. The Factory Admin regularly talks about these with all the Factory Judges to ensure that, no, the rules don't just become a "Because I want it this way" deal.

"Numbers > Function"
Greatest piece of codswallop I've read in a while. All the numbers do is help create parameters for a ship's relative power. As more and more unique weapons are made in the factory for use on ships, these numbers become more and more important. Fact remains that canon ships often have gun numbers.

"Judges do not adhere to definitions of things in Star Wars lore."
Unless said lore is disruptive to members or expressly forbidden by the rules, yeah we pretty much do.


"Supposed hard limits no matter how much development a Faction/individual puts in."
See the numerous and repeated discussions on arms races, the hard limits of game combat, both video and table-top, and the general need for a fair, level field for all those who come on to the board, now and in the future for why things like hard limits exist.

As it were, there's are actually a number of ways to make things that the guide doesn't cover. The One Sith just recently did so, in fact, with their Dreadnought.
 

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