Artisan Archive
Thread: Vehicle Customization Kits
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IdeaEve
Thu Feb 05, 2004 8:28 pm
#1
I was wondering if someone who has played on the test center, if they could inform me what the resources needed and how much are needed to make a single customization kit. Thanks in advance
Agauro
Thu Feb 05, 2004 9:50 pm
#2
Vehicle Customization Kit takes
12 Metal
15 Mineral
1 Control Unit
1 Droid Storage Compartment
Conductivity 50%
Overall Quality 50%
Yokir
Fri Mar 12, 2004 2:14 am
#3
Hey everyone,
It would appear (at least to what I have seen) that the market for the Vehicle Customiztion Kits is already gone. Most of my customers, as well as myself, have found these to just be a waste of time and money. Why was it necessary to make the coloring wear off? Was this item really supposed to be a source of renewable income for master artisians? With one use per coloring and the length it lasts, this item has definately lost its flavor quick. If this is really supposed to be a source of income for master artisians then only they should be allowed to use the kits, and the colors should not wear off. After coloring my own vehicle and having it go back to normal within a week I decided that the plain old colors were just fine.
Just my opinion, what do you guys think?
It would appear (at least to what I have seen) that the market for the Vehicle Customiztion Kits is already gone. Most of my customers, as well as myself, have found these to just be a waste of time and money. Why was it necessary to make the coloring wear off? Was this item really supposed to be a source of renewable income for master artisians? With one use per coloring and the length it lasts, this item has definately lost its flavor quick. If this is really supposed to be a source of income for master artisians then only they should be allowed to use the kits, and the colors should not wear off. After coloring my own vehicle and having it go back to normal within a week I decided that the plain old colors were just fine.
Just my opinion, what do you guys think?
Emanon74
Fri Mar 12, 2004 2:21 am
#4
Please let us color and let it stay. If not I'm not buying another kit.......just not worth the trouble.
Anbuis69
Fri Mar 12, 2004 3:11 am
#5
You can't give those things away now - they're worthless. Why are the players continually punished for every action in this game? /boggle
Yokir
Fri Mar 12, 2004 3:44 am
#6
Definately a quick perk that did not last. I do agree that they should be able to be used by anyone and not wear off. I had stated that they should only be usable by master artisians if the Devs had meant for the kits to be a renewable source of income. But since this is not something that is necessity, it will never be a renewable source of income.
LrdGaijin
Fri Mar 12, 2004 3:57 am
#7
Yokir,
As a customer I sadly agree. They are not a necessity, and to be frank, they fade to fast for us to bother. I used a few, but deleted all of my customization kits a few days ago, just waiting for the last paint to fade. Not worth the money and time.
CrabbyMonkey
Mon Dec 13, 2004 11:43 am
#8
Can anyone tell me how to make kits with more uses per kit (only getting 2 per now). Does the Storage Compartment and the Control Unit quality make a difference? Also someone said that the quality effects the number of colors is this true? Is there a good reference for what stats are important for what product? Thanks for your time and any information you can provide.
Elyssa
Mon Dec 13, 2004 12:20 pm
#9
I'm not certain about the subcomponents, but as the schematic says, charges are determined by the experimental values of the conductivity and overall quality of the materials you use.
If you use materials with low values or don't experiment on the item, you won't get many charges out of it.
Zorkk
Mon Dec 13, 2004 12:24 pm
#10
subcomponents dont' matter at all in these.. make them with the worst grind quality stuff you have
The actual # of charges comes from the resources used....
Z
Zorkk
Mon Dec 13, 2004 4:47 pm
#11
I read in test center notes for upcomming patches that the vehicle customization kit .. umm... # of calls... is being reduced. YAAAAA
200 was perfect! put them back there.. droid kits too.
If you want to make the best you can, use a high OQ ore for the mineralingredient, to help boost the rating,since it has no conductivity. If you can hit 85% or higher experimentation, you should get 9 use kits.
1. Requires 12 units of Metal
2. Requires 9 units of Mineral
3. Requires 6 units of Mineral
4. Requires 1 Control Unit
5. Requires 1 Droid Storage
2. Requires 9 units of Mineral
3. Requires 6 units of Mineral
4. Requires 1 Control Unit
5. Requires 1 Droid Storage
Z
CrabbyMonkey
Tue Dec 14, 2004 1:25 am
#12
Thats great to know that the subs don't matter at all, thanks. When you say use good resources when making them, isn't there usually one stat that is the important one, or do they all make for better quality? Example for swoops I've been told it's Shock Resistance I believe. (I'm new to Artisan so I hope these aren't overly dumb questions. Thanks again for your sharing of knowledge.
Warryyr
Tue Dec 14, 2004 1:51 am
#13
As Elyssa said, "I'm not certain about the subcomponents, but as the schematic says, charges are determined by the experimental values of the conductivity and overall quality of the materials you use."
Basically, you want to go with high conductivity and high OQ for the most uses per kit.
I find that using random stuff I have laying is best - with the customizations lasting 2000 calls now, most people will just use it twice (frame and trim) and then sit on it for awhile. May as well make your own repeat business, and save the worrying about high quality resources for more profitable ventures.
Then again, I totally understand wanting to make the best you can. If I had high CO and OQ metal, though - I save it for droids. But, that's because I'm a Droid Engineer, too 
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