Architect Archive
Thread: Materials for quality items
From the FAQ...
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=44120
Q-5.3: How do I make a good crafting station? How do I get above 14.xx rating?
A-5.3: To make a crafting station with a high functional rating in the 40's you need to use all the optional components and everything has to be highly experimented with high quality materials. The crafting station itself should use 400 of very high conductivity metal (usually copper has high cond.) say around 990 or better. The other 50 can be an ore which does not have conductivity and therefore counts as perfect. All the optional parts use high overall quality and it should be as high as you can get. The droid storage components have to be made by a novice droid engineer. The control units and micro sensors are master artisan items. So either find a supplier or attain those skills yourself.
Q-5.5: How do I make a BER 13 heavy / BER 10 medium?
A-5.5: You have to use good materials for the main mining part and during the final combine. The materials for walls, storage modules or generator turbines do not matter. Ore mining units, Light ore mining units, Turbo fluidic drilling pump unit, fluidic drilling pump unit, Heavy harvesting mechanism, harvesting mechanism are the mining units. The materials should have high Heat resist, Shock resist and Unit toughness. The formula is HR + SR + UT + UT. That number should be as close to 4000 as possible. The mining unit should be highly experimented and in the 90's. The medium level units should say BER 4 on the schematic and the heavies should be BER 6. Whenever the schematics call for a chemical, you can use lube oil which does not have the stats and therefore that stat is not counted in formula.
Q-5.6: What resources do you need for architect?
A-5.6: Its about 60% ore, 30-35% other metals and a mix of chemical, reactive and inert gas. To make high extraction rate harvesters you should also collect Ore, steel and other metals with high heat resist, shock resist and unit toughness. For the buildings and furniture, quality of the resources does not matter.