<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Weapon Core System Brainstorming Suggestion]]></title><description><![CDATA[<h2>Weapon Core System Brainstorming Suggestion</h2>
<p dir="auto">I wanted to put together an early brainstorming suggestion regarding the current weapon crafting system on SWG Evolve and get community feedback on the idea before turning it into a more detailed proposal.</p>
<h2>Core Concept</h2>
<p dir="auto">Instead of the <em>final weapon craft</em> determining a weapon’s overall DPS and damage output, all primary combat stats would instead come solely from a <strong>Weapon Core</strong> component.</p>
<p dir="auto">Under this system:</p>
<ul>
<li>The weapon itself would primarily determine appearance, attack speed, special properties, and playstyle flavor.</li>
<li>The Weapon Core would determine the actual DPS and damage values.</li>
<li>This would allow a much wider variety of weapons to remain viable instead of players gravitating toward only a few “best-in-slot” crafted weapons.</li>
</ul>
<p dir="auto">The goal would be to create a system where players could use the weapons they enjoy aesthetically or mechanically without being heavily punished in performance.</p>
<h2>Progression &amp; Loot Integration</h2>
<p dir="auto">Progression could still function similarly to the current system through:</p>
<ul>
<li>Rare dropped schematic versions of Legendary Weapon Cores</li>
<li>Different quality tiers of Weapon Cores</li>
<li>Vendor-purchased cores through existing in-game systems</li>
<li>Loot-based acquisition tied into current content loops</li>
</ul>
<p dir="auto">This would preserve progression while opening up weapon diversity.</p>
<h2>Crafting Depth &amp; Enhancements</h2>
<p dir="auto">Another possible layer could be the addition of dropped enhancement components that are incorporated during the Weapon Core crafting process.</p>
<p dir="auto">Examples could include:</p>
<ul>
<li>Critical chance modifiers</li>
<li>Armor penetration bonuses</li>
<li>Elemental or proc-based effects</li>
</ul>
<p dir="auto">This could add another level of complexity and customization to the crafting system while still keeping the core idea approachable.</p>
<h2>Potential Benefits</h2>
<ul>
<li>Greater weapon diversity and build expression</li>
<li>More viable endgame weapon choices</li>
<li>Increased value for weapon appearances and styles</li>
<li>Expanded loot opportunities</li>
<li>Additional crafting depth without invalidating current progression systems</li>
<li>Easier future balancing since stats would be centralized through cores instead of every weapon individually</li>
</ul>
<h2>Discussion Points / Concerns</h2>
<p dir="auto">Some things worth discussing:</p>
<ul>
<li>Should cores be removable or permanent?</li>
<li>Would this improve or hurt the weapon crafting economy?</li>
<li>Should certain weapon families still maintain unique strengths?</li>
</ul>
<p dir="auto">This is still very much in the brainstorming phase, and I’d really like to hear thoughts, criticisms, and additional ideas from both players and crafters. The goal would be to continue refining the concept together into a more complete proposal if the community sees value in it.</p>
]]></description><link>https://swgevolve.com/forums/topic/1308/weapon-core-system-brainstorming-suggestion</link><generator>RSS for Node</generator><lastBuildDate>Sun, 16 Aug 2026 03:29:11 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/1308.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 06 May 2026 17:46:31 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Weapon Core System Brainstorming Suggestion on Wed, 06 May 2026 23:54:06 GMT]]></title><description><![CDATA[<p dir="auto">I think this is spenddid, as Vell said, it will allow the use of any weapon in the game, without feeling like your gimping yourself just because you want to use a Sniper Rifle or a regular gaffi stick. This will allow us to just use weapons as skins and nothing more.</p>
]]></description><link>https://swgevolve.com/forums/post/3726</link><guid isPermaLink="true">https://swgevolve.com/forums/post/3726</guid><dc:creator><![CDATA[Talisa]]></dc:creator><pubDate>Wed, 06 May 2026 23:54:06 GMT</pubDate></item><item><title><![CDATA[Reply to Weapon Core System Brainstorming Suggestion on Wed, 06 May 2026 20:29:28 GMT]]></title><description><![CDATA[<p dir="auto">I think this a very interesting idea, I personally appreciate the idea I can use uncommon weapons I prefer the look and sound of with top end cores that are essentially the best dps for its type of weapon.  I can see you put a lot time and thought into this idea as well.<br />
I do believe in this idea that core schematics should be one time use and not removable.  That way in a economy sense this really does not change anything.  In a game balance sense, nothing really changes either.</p>
]]></description><link>https://swgevolve.com/forums/post/3725</link><guid isPermaLink="true">https://swgevolve.com/forums/post/3725</guid><dc:creator><![CDATA[Rezerian]]></dc:creator><pubDate>Wed, 06 May 2026 20:29:28 GMT</pubDate></item></channel></rss>