Artisan Archive

Thread: What do optional components on repair kits do?

Philomorph
Wed Jul 09, 2003 2:42 pm
#1

And why can't someone tell how well experimented a repair kit is from the description?


Last night I was fooling around and crafted an armor repair kit that included two of the 3 optional components (control unit and droid storage unti). I experimented it up to 93% and thought "Wow, this is gonna be great!"


Well, I don't have any armor, so I couldn't try it out. I wanted to sell it on the bazaar, so I listed it. But looking at the unit, you don't get any info about what optional bits it has or how high quality it is. So I listed it as "Godlike Armor repair kit" and wrote in the description what it had.


But there's no way for someone buying it to verify that I'm not lying about the extra stuff, so I'm not sure it will sell for the 200cr I'm asking.


Anyway, how does the repair kit work and what do the extra bits do? And does experimental quality have any effect on it?




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We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Tresnar
Wed Jul 09, 2003 3:12 pm
#2

Which brings up another good question I have been meaning to ask. There seem to be alot of items where experimenting shows no tangible (stat) benefit. Fiberplast Panels for example. Any advice here?



Tresnara Enator - Master Dancer, Master Marksman, Novice Pistoleer
Kauri Cluster

Accabwec - Master Artisan, Master Architect
Scylla Cluster - Tatooine - Mos Espa
Qworg
Wed Jul 09, 2003 3:13 pm
#3

This is an educated guess. The enhanced components make it so you fail less often when repairing higher level armors than with your generic kit.



Miram Da'quik - Akalabeth Trading Company

Gorath - Naboo - Moenia
(4156 -4372)

www.lostorder.com
Philomorph
Wed Jul 09, 2003 4:09 pm
#4

I'm also assuming Qworg has it right. But assumptions don't sell kits I need to know for a fact if the power ups are doing any good and if the experimentation is doing any good.


With FP panels I'm also assuming a high experimented success will result in better bone armor or longer-lasting clothes. But I really haven't been able to test it because so many things don't show you any stats that may have been improved.




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Philomorph
Mon Jul 14, 2003 2:10 pm
#5

Anyone new have an answer?



----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
lund0529
Tue Jul 15, 2003 9:01 am
#6

Not sure either... optional components don't even show in the final product. If I ask someone to make me a crafting station and give them optional components, I have no idea whether they even put them in or not.


I was making micro sensor suites (MSS) last night for the above mentioned situation. I ended up with some good components and some lousy ones. I decided to assemble the poor components into a MSS just for the XP bonus before I trashed them. To my surprise, it came out with the exact same specs (after experimentation) as the MSS I made with all my best experimented components.


I hope I'm wrong, but non-showing specsappear not to have much effect, if any, on the final component. If that is the case, why bother?


They need to include descriptions of the optional components and either take away experimentation on stats that don't matter, or preferrably, make them matter, and show them. Also show the optional components in the final product (either by picture, or description)


For example:


Weapon Repair Tool


Durability 500 (50% experimented)


Effectiveness: 830 (83% exp)


MSS: 0/1


Control Unit: 1/1


Droid Storage Component: 1/1

Cyberthugg
Tue Jul 15, 2003 9:28 am
#7

I don't even bother to experiment anymore because the differences gained form doing so are negligable or even non existant. To date the only sure fire increases I have noticed on any item are the damage rates on the weapons. As An architect this doesn't help me. Somebody want to clue me in as to what experimentation actually does for houses and facilities? I'm not seeing anything.


CyberThug HoloSlicer


Novice Architect


Tatooine, Corbantis

Philomorph
Tue Jul 15, 2003 9:48 am
#8

You can tell if someone put optional components in a crafting station when you go to use it. If they put all of them on, you will now have an "Input Hopper" option on your crafting tool. Unfortunately this doesn't seem to work yet (worked in beta, but was bugged, so I think they just disabled it for now). Of course you can't see this until you've actually set it down in a house...


Experimenting on structure stuff should theoretically improve its durability. I didn't used to believe that it had any effect, but now I think it does, and here's why.


I've gone through at least 20k Siliclastic ore in the last two weeks. I never paid much attention to the stats because its "Overall Quality" was pretty good. But when it ran out, I had to start using the rarer "Carbonate" Ore that I had started mining. I go through a lot of ore as you can see, building factories and medium harvesters and such. When I was using the first ore, I had what seemed a really high number of failures to me. Not just in the blocks, but in the wall modules and other bits too.


So thenI looked at the stats Structure Modules require, and all they care about is "Unit Toughness". Well the siliclastic had a toughness of like 27! It doesn't get much worse than that. But the Carbonate Ore had a toughness of over 700. Much nicer. The difference on the "experimental durability" of the basic structure blocks went from 2-4% to 15-21%. This is without any actual experimentation (since mine is so low, I don't bother yet). The difference this makes in Wall Module durability is just as big. It went from around 4% to about 19% average.


So since then, I built a structure factory. The only failure I had the entire processwas a structure module in the 11 I built using the crappy ore, and the wall module I built with them. Everything I've put the good ore into worked great.


So, what's this long anecdote mean? While it doesn't prove anything definitively, it's another piece of the mounting evidence that durability of the materials affects the likelyhood of success or failure in making the structures, and you can experiment durability up if you have the skills.




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
lund0529
Tue Jul 15, 2003 10:03 am
#9

The droid storage compartments provide the input hoppers. I can't tell what the MSS and Control Units do to it. I'm assuming they affect how well you can experiment. I do know that my private crafting station without any optional components performs well below the public station for experimentation. I'm going to have a new one made up tonight...


Any architects know if the MSS and Control units have to be identical? swgcraft.com says so, but the person I had make me one didn't seem to have a problem using the components I gave her. Or so she said...

Philomorph
Wed Jul 16, 2003 10:23 am
#10

I believe they have to be "similar", which as far as I can tell just means they both need to be "control unit" or "micro sensor suite". If it says "identical" then they'd have to be from a factory and the same schematic with the same serial#. Ooh, I wish I could make them with my structure factory. I can't afford an equipment factory too...



----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
lund0529
Wed Jul 16, 2003 10:36 am
#11

You are correct Philo - I found that out last night in game.
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