Quote Originally Posted by chiwar7178 View Post
Perhaps, whenever a crafter is using a looted schematic, an uber-badass schematic(s) could be parsed from the information--like there's a programming backdoor in the software of the looted schematic that someone's datapad might randomly stumble-upon and access.

Looted schematic has x% chance to create [per system message and datapad entry] schematics for the uber-rare, or SWGEmu-only, stuff:
*Crafted (or should I write: engineered) krayt tissues/acklay bones/rancor bile/spider venom/other enhancements
*Crafted heavy duty clasps/heavy leather segments/other enhancements
*Bonus uses of crafted schematic
*Random looted schematics
*Crafted anti-decay kit/resource deed (% of final assembly would determine time and date of anti-decay kit expiration--set a max of like 6 months, while attached to an item)
*Instant shuttle beacons
*Instant @buff tickets
*Orbital bombardment beacons
*Clone of cRush in uber-DEV-god-mode to wail on all mobs in the area for 45 seconds

I could keep going, but those are just a few off the top of my head...
The problem with crafting is that you'd have to alter the code either for the crafting manager or the draft schematic to add those probabilities in there. With combat, it's a simple matter of adding something to the loot tables, where creatures pull from to decide what they drop based on a percentage. Crafting doesn't work that way.

That means, it's easy to add something like a new item to drop from the loot tables than it would be to add an item spawning from a crafting session. Though it's possible, you would have to alter the code away from 14.1, the goal of the project. Adding something to a loot table doesn't alter code.


Now watch, cRush is gonna take this as a challenge and find a way. Crafting loot tables or something =)