Armorsmith Archive

Thread: Personal Shield Generators

DnBWraith
Fri Aug 08, 2003 11:54 am
#14

I bought one and it only lasted one bounty fight before the condition was reduced to zero and itsprotection stats were halved. There is probably a way to repair them, but i am not sure that it is worth the hassle if you have to repair it after each fight.
Calamond
Wed Oct 01, 2003 1:01 pm
#15

As far I know, any item that reaches zero is garbage and cannot be repaired any longer.

NoHup
Wed Oct 01, 2003 1:03 pm
#16

and I believe that it will get even harder to repair things with the patch to where a threshhold of X will not be repairable...



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Calamond
Wed Oct 01, 2003 1:04 pm
#17

There are 3 types of PSGs.


mk.1, mk.2, and mk.3. The mk.1 has the highest condition with the lowest resists. The mk.3 has the lowest condition with the highest resists. The mk.2 is the middle ground between the two.

kittle31
Wed Oct 01, 2003 2:37 pm
#18

Ive found repairing a PSG (even at 80% condition) is an exercise in frustration.


It works better to buy (or make) a new one.


I saw rumors to the effect that if you put the optional parts in an armor repair tool your chances of destroying the PSG went down. I tried that, and wound up blowing up several more PSGs.



As far as vulnerabilities.. soe leads us to beleive that PSGs have zero vulnerabilties. Although that is currently buggy (I hope it gets fixed soon).




Voxor
Master Armorsmith
Bloodfin, Naboo
MoyaWookiee
Thu Oct 02, 2003 12:26 am
#19

I had a psg (type 1, I think) that I let get down to zero before I tried to repair it. I made a repair tool, but when I used it on the psg it made it go negative. Tired it again and it went down even further. Third time it fell apart.


Was this because I let it go all the way down or are these things not repairable? I am hoping one of you professionals can tell me.


Also, what types of psgs are there and how do they differ?




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playwphyre
Fri Jan 16, 2004 10:39 am
#20

This is a development suggestion that probably has been brought up many times. Shield Generators simply degrade way too fast. They are very hard to build requiring 6 sub components and barely last 1 battle. My suggestion is to change they way they are implimented. Make them like doctors buffs in that they last a preset time amount. Doctor buffs are in high demand at 8k a set on my server and last 3 hours or so and i can't even sell mk3's with 27% resist for 10k. Make shield generators last in a similar matter to doctor buffs. Make MK1 last 4 hours, MK2 last 2 hours, and Mk3 last 1 hour. Make them with a preset "time" limit instead of condition. Let people turn them on and off with a cost each time they are turned on of 15 minutes.


So if I have a MK3 and I turn it on, the "time limit" or "Battery life" of the MK3 should be reduced by 15 minutes. And for the next 15 minutes the MK3 will be providing its resists. As soon as the 15 minutes pass the MK3 will deduct another 15 minute form its life, and operate for another 15 mins. If within the 2nd 15 minute period i turn off the shield generator, the shield should stop providing resists and not deduct any more "Battery life" from the mk3. Then if i come back a few hours later and want to turn it on, it should cost me 15 minutes of "Battery life" and continue with its protection. Once those minutes are up, the final 15 minutes would be deducted, but the "time limit" should stay at 1 to indicate the item is still running.



2nd option


An easier implimentation would be to simply change the condition to a time counter at the rate of 1 condition points = 4 seconds of operation. And when the item is worn the condition continually decrease.


I think either one of these reworks would make shield generators more popular.


Oh and perhaps wookies should be allowed to wear 2 shield generators at a time to solve their lack of armor problem.



playwphyre
Fri Jan 16, 2004 11:33 am
#21

Anyone have a preference to shield gen MK1, Mk2, or MK3?


Also what is the going prices for these?


Sandee
Fri Jan 16, 2004 12:36 pm
#22

1 (almost goes without saying) fix them first.


2 I dont use them the same way you do, I use them as a zero ham armor, since I have carbine skills. I leave it on and know that it is there (at least when it is not buggered)


3 I like being able to make them in a factory and save them, switch them around, what and whatnot


4 They are a pain to make, but not that big of a pain that you can't get by charging a little less than 10k. Use a harvester to get the resources instead of buying them. It is not like rare or specific resources are required (nabooian fiberplast, with wooly hide and dolovite iron) Most of the resouces the stats do not matter. You just have to do some carefull planning on the factory time.


5 Did I mention fix them first.

speardancer
Fri Jan 16, 2004 2:02 pm
#23

Personaly, I like the idea of having a replaceable battery for PSG's, that gets consumed as the PSG gets hit. And you wouldn't be able to put in a new battery during combat either, to keep the combat balance they want.

But PSG's are much too complex, and much to fragile at the moment. We need them to work right above all else, but the end users need to see a value in what we charge for them.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
Pistol
Fri Jan 16, 2004 4:03 pm
#24

There was a lot of complaining in beta on the issue of Shield Generators. Many felt that they were a throwback to systems like Quake or something where your shield went low and then you died. The devs loved the idea of them because it fit with continuity, and was something easy to take points away from during battle. I think we have a compromise with the current PSGs. The devs put them in but made them second class armor.


I think they should do them right. They should be powered like harvestors. While powered you take no damage from whatever damage the PSG was designed to prevent (kinetic, energy, etc.) For every point of damage dealt to the system, that much energy is lost. If the PSG goes to zero power it is destroyed. You can't add power while in combat. Mark 1 model holds a charge up to 1000, Mark 2 holds 2500 charge and the Mark 3 holds a 5000 point charge. Armorsmiths have the choice of designing. Used in this manner they just give you a head start in the battle. If you can destroy the enemy before your power runs out then you can add more power, otherwise you have to buy a new one.

DrSyphilis
Wed Jan 21, 2004 5:41 am
#25

I actually tried one of these the other day and when looking in my combat log I noticed that the PSG was absorbing damage, but my armor was not.


Is this a bug? When ya use a PSG, does your normal armor stop functioning?


Thanks in advance for your replies.



||Retired by NGE ||ggggggggggggggggggggggggggg

Tirgwystraff
Wed Jan 21, 2004 7:40 am
#26

I haven't had this problem. Last time my psg kicked in, both were working. Barely saved my life, when some pr*ck pulled 3 lairs down on me on dath.



Newmoon Tirgwystraff
Resident of Mr. Ploppy's Turtle-Flavored Ice Cream Kingdom
" English doesn't borrow from other languages. English follows other languages down dark alleys, knocks them over, and goes through their pockets for loose grammer. "
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