“But I was going to Tosche Staion to pick up power converters.”
Crafting in
Star Wars The Old Republic will be a little bit different than anything we have ever seen before.
Introduced as
Crew Skills, crafting and gathering in the Old Republic may not be what you are normally used to in most of the genre.
The Old Republic looks to lessen the grind and provide more of a “Heroic” experience as it deals with crafting. How often do you see Darth Vader harvesting DNA strands from a beast he has just slain, or Luke Skywalker enhancing bio-molecular structures to come up with a better Stim-pack?
TOR has come up with something unique in that by using your companion characters to assist you in these endeavors, you can immerse yourself in the action and stay away from the mundane. This is not to say that if you are out on a mission and find some rare materials along your route you can’t stop to “gather Sith artifacts” or “slice important intelligence from an Imperial computer.” What they have added is a whole layer to the process where you can command your companions to do the work for you. Since all of your companions will be based out of your starship they can’t just sit around kick up their heels and watch the Vid Screen all day long.
continued after the jump
Each ship comes equipped with a crafting station which you can keep you companions occupied at throughout your adventures. You will also be able to contact your companions remotely via your Holocom access, to issue orders for them as well. So even while you are off questing you can send your minions off do a little exploring for you. Just remember each mission take time so you may not have access to that companion while they are off on the mission for you. Also important to note is that you can have your companions continue to work while you are not there, so after a long night of gaming and catching a couple hours of sleep they will still be working on projects for you.
Your crew will be able to be versed in three crafting skills. Also note that depending on your relationship and the innate ability of the crew they may be better at some skills than others. You will have to make choices on who you want to send out on missions. For example sending a droid on a Diplomacy mission may not be the best option but sending them off to do a little slicing into the planetary database may work out rather well.
First of these are the Gathering Skills, all three of your crew skills can be gathering skills if you so choose.
- Bioanalysis-collecting DNA and Genetic material from plants and creatures you encounter
- Scavenging- technological recovery from damaged or antiquated technology
- Slicing-the ability to crack computers, open lock boxes, and secure information and schematics
- Unknown-One ability that has not been revealed yet.
Second we have Crafting Skills, these skills are very unique and you will be able to choose one of the following for your Crew to use.
Armormech-personal armor constructed of hard metals and electronic shielding for those in need of heavy armor in dangerous situations.
- Artifice-Painstaking and very delicate work, reconstructing lost relics of the Jedi and Sith cultures
- Biochem-Bio engineering at it’s finest, combing and restructuring chemical compounds to enhance bio engineered implants, stim packs, and possible adrenal buffsu
- Unknown-3 other skills have yet to be revealed
Last we have the Mission Skills, send one of your companions out after different sets of missions and goals.
- Diplomacy-Send a member of your crew out to either sow good will or plant the seeds for corruption.
- Treasure Hunting-One of your crew can head out to find lost items scattered throughout the known universe.
- Unknown-2 skills have yet to be revealed
With the flexibility that is involved in the crew skills system it made be hard to make a decision. Also with the current inclusion of “Crits” for crafting makes this an interesting proposition. This post will be updated as more details become available about the crafting system.