Droid Engineer Archive

Thread: Sub-Componets, Mech Quality, and the Final Product

Deidre_DE
Sat Mar 20, 2004 5:41 pm
#1

I know this has been dicussed in the past, but with the changes to DE recently I wonder if anyone else is watching this?


Personally I cannot tell yet if the quality of electronics components, such as GP Mods, or Mem Mods matter now. I am working under the assumption that it still doesn't. Opinions anyone?


Maybe it's just the "dice" but it seems to me that I get more Crit Fails on larger products when Mechanism Quality is low. Do I need to go to a room with fewer glue fumes, or am I right about this? Opinions?


Do any of the above seem to effect that last combine that make 40+subcomponents into droid? I haven't cranked out enough of them to feel like an authority. In other words, I'm feeling a tad paranoid about this. :/


Any ideas?


Thank you,

Deidre
Ogge_the_Lizard
Sat Mar 20, 2004 6:04 pm
#2

Well, the only sub components that quality matters on is the combat modules and Repair Kit Subs... But you never know when the rest starts to matter, so the smart thing is to keep em good and nice.



--- Enir Lonarus ---

Right now under the name Enirous Lonar on the Chilastra server
AudioOrgana
Sat Mar 20, 2004 6:24 pm
#3








Ogge_the_Lizard wrote:
Well, the only sub components that quality matters on is the combat modules and Repair Kit Subs... But you never know when the rest starts to matter, so the smart thing is to keep em good and nice.







It's a definate decision that needs to be made on a component by component basis. It also depends on what your goals in construction are.


Personally, it's not worth preventing a crit fail to experiment on the mechanism quality - each and every point of complexity you bring up the item adds eight seconds to the time it takes to make an item in the factory (complexity x 8 x items) for the droids that I do the final deed construct on by hand, and for droids which I complete the deed in a factory it's even more of a no-brainer - factories don't have crit fails, therefore it doesn't matter at all in that case.


That said, I *HAVE* been experimenting on brains lately, but besides those, the combat modules, and the final deed for the HAM benefits, I don't on anything else. I'm more worried about failing experimentation on the final deed than I am a crit fail - I just trash it anyway.


So if you make every droid component and droid by hand, and are afraid of crit fails, then yes, experiment away. But if you use factories you will find the extra time commitment (usually a total of 24-32 extra seconds PER item) likely not worth it.


AO


Deidre_DE
Sat Mar 20, 2004 6:26 pm
#4

Thank you both, good information and input. I appreciate it.


Deidre


Shian_Tavkin
Sat Mar 20, 2004 10:37 pm
#5






AudioOrgana wrote:








Ogge_the_Lizard wrote:
Well, the only sub components that quality matters on is the combat modules and Repair Kit Subs... But you never know when the rest starts to matter, so the smart thing is to keep em good and nice.







It's a definate decision that needs to be made on a component by component basis. It also depends on what your goals in construction are.


Personally, it's not worth preventing a crit fail to experiment on the mechanism quality - each and every point of complexity you bring up the item adds eight seconds to the time it takes to make an item in the factory (complexity x 8 x items) for the droids that I do the final deed construct on by hand, and for droids which I complete the deed in a factory it's even more of a no-brainer - factories don't have crit fails, therefore it doesn't matter at all in that case.


That said, I *HAVE* been experimenting on brains lately, but besides those, the combat modules, and the final deed for the HAM benefits, I don't on anything else. I'm more worried about failing experimentation on the final deed than I am a crit fail - I just trash it anyway.


So if you make every droid component and droid by hand, and are afraid of crit fails, then yes, experiment away. But if you use factories you will find the extra time commitment (usually a total of 24-32 extra seconds PER item) likely not worth it.


AO









Audio


Having read in another thread that the brain component does not matter in the crafting of a combat module, can you now confirm that it does in your experience, cos I have to admit I'm not seeing it. I admit that may be because I'm not using rare resources in the brain..... probably?


What news?


Thanks





Shian -- Master Droid Engineer/ Master Artisan
AudioOrgana
Sun Mar 21, 2004 5:09 am
#6






Shian_Tavkin wrote:



Audio


Having read in another thread that the brain component does not matter in the crafting of a combat module, can you now confirm that it does in your experience, cos I have to admit I'm not seeing it. I admit that may be because I'm not using rare resources in the brain..... probably?


What news?


Thanks




I agree that they don't make any difference at the moment. However, I'm attempting to "future-proof" myself to avoid getting caught with my pants down (again!), so to speak.


That sort of goes along with the first reply; I'm doing it on the brains "just in case", since they are the only sub-component in our onlymodule that benefits from experimentation.


I have been using normal quality resources (nothing special) for the brains and the combat clusters; from everything I can tell, I agree that the only item that experimentation actually matters on is the plain old combat module.


AO


Deidre_DE
Sun Mar 21, 2004 12:30 pm
#7

I have a follow up...


Yesterday I made one brain from average resources, and another from very high-end resources.


Then I constructed a combat module witheach of them using only high end resources.


Thecombat module with the "lesser" brain came out at 105CR, theother came out 106CR. Additionally the Mechanism Qualitywas radically different between the two, somthing like 12 MQ/105CR and 25MQ/106CR.


In the end though, I dont think 1 point of CR justifies the use of my best materials. Besides, this might have just been an artifact of the random number generator being nice to me. One run isn't enoughof an experiment. Though it was interesting enough to come back andnote it here.


Dedire


CaixCatab
Sun Mar 21, 2004 2:01 pm
#8

I recalled Thunderheart saying something way back regarding mechanism quality of craftig station, and with a some luck I tracked it down:





--------------------------------------------------------------------------------


4.) What does mechanism rating mean for crafting stations, and is there a correlation with the rating on architect made crafting stations? If so, could you give us a hint on how it correlates?


--------------------------------------------------------------------------------


In short, this gives you a better chance to resist critical failures. It works like Quality Modifiers on Crafting tools.







It's pretty... uh... well, it's another one of those what's-he-REALLY-saying-anyway kinda things, but it may be semi-useful.


... the idea to find it seemed a lot brighter before I found it...



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AudioOrgana
Sun Mar 21, 2004 2:57 pm
#9






CaixCatab wrote:

I recalled Thunderheart saying something way back regarding mechanism quality of craftig station, and with a some luck I tracked it down:





--------------------------------------------------------------------------------


4.) What does mechanism rating mean for crafting stations, and is there a correlation with the rating on architect made crafting stations? If so, could you give us a hint on how it correlates?


--------------------------------------------------------------------------------


In short, this gives you a better chance to resist critical failures. It works like Quality Modifiers on Crafting tools.







It's pretty... uh... well, it's another one of those what's-he-REALLY-saying-anyway kinda things, but it may be semi-useful.


... the idea to find it seemed a lot brighter before I found it...







Nice detective work.


You are right - it's up for interpretation, but I believe this is about the rating of the crafting module, not mechanism ratings in general.


What would have made the answer useful is if it had included an answer to the correlation between the ratings on droids and the ratings on crafting stations. Are they on the same scale? In the larger sense of the game, there isn't a discernable difference for the end user in most cases with crafting stations.


If indeed they are on the same scale as architect stations, then the difference between a 1 mechanism quality and 10 compared to 40+ on the architect version isn't going to be worth experimenting very hard on, the benefit is negligible.


Until the recent additions of combat modules (and the semi-recent addition of experimental HAM in Probots, and now in all droids), crafting stations are the ONLY thing I ever experimented on after awhile. It just got proven to me that it didn't matter for anything else, and the crafting stations I did just because it made me feel good.


However, I have yet to tell the difference between my droid crafting stations - from -6 on the first one I ever made and still have, and +12 I believe I also have now, and my +43.49 architect version in practical gameplay. Some people in fussy professions in terms of named resources and final stats, i.e. WS, get *VERY* uppity when it comes to crafting station ratings - it's sort of strange. In regular gameplay, though, every time people have tested this stuff it comes up inconclusive because of the random nature - I believe that crafting station quality and the like does affect your random chances of a crit fail or not, but if you are lucky you can produce the same items on a crappy station as a good one and most people aren't going to notice it. I've had just as many "double in a row" fails at my good station as a crappy one. It's not bad to use a better one, of course, but I think the pursuit of perfection in crafting stations generallycosts more than it saves in terms of crit fails in everyday play.


And how's that for getting off topic on this lazy Sunday, kids?


AO


Lonkley
Sun Mar 21, 2004 3:15 pm
#10

i pretty much assume experimenting up INCREASES my failure rate. My logic goes like this. If you increase the "complexity level" its more likely to fail. lower complexity, lower failure rate. At most ill spend 4 or 5 points to get 0 for mechanism quality. depends which superstition i choose at the moment.




----------------
There is a special place in hell for necro posters
Boeda
Sun Mar 21, 2004 3:46 pm
#11


Thanks.


Are you putting a total of five combat modules in a Probot?


Yes. I may have remembered somthing wrong. Maby I remembered the .8 somthing from an earlyer experiment but I dont think so. I'll experiment more. But I did put 5 combat mods in all the experiments. One early one had less that 110 rating CMs.


I wouls also like to point out somewhere now that I remember. That when experimenting the Probot frames. The crafting dialog says that its SR,UT, that is invlolved with the efficiency. When it is actually OQ that effects the frames efficiency%. Any relationship of this rating to final build is not apparant to me.


[edit]


Oh and i'll add here, after reading new posts between what I was replying to and my reply. That,


Back when we could over cluster. As an experiment. I made a weapon/general crafting cluster with a MQ of like 110. And could see no diff from my 40+ station. (or whatwever it was at the time)

Message Edited by Boeda on 03-21-2004 04:55 PM



- - -

There are No Steeenking 'Checkers' in crafting skillpoints !




Improved !!! Revised,"Alternate" New Combined DC/DE Hybrid Answer

Shian_Tavkin
Sun Mar 21, 2004 9:21 pm
#12

Hmm all interesting stuff and again nothing proved but hey - who expected proof


I said it months ago and I say it again, I have my 4x.xxx architect station mostly for customer PR purposes.


If I'm going to craft a droid, I use my R3. Note I do not use my R2 because I took no care in building that and it seems to me it crits far more often. The R3 i did make as near perfect as I could, and it seems to me produces better product.


Seems - I do not have proof, but it 'seems so'


*somewhere in the distance a DE dev chuckles to himself saying 'they havn't figured it out yet'






Shian -- Master Droid Engineer/ Master Artisan
Boeda
Mon Mar 22, 2004 1:04 am
#13

>Personally, it's not worth preventing a crit fail to experiment on the mechanism quality<


Where did you hear that ? I have not tried a big enough sample, But I have noticed what seems to be a tendancy for quality of components/resources, to increase a chance for better experimentation successes. , ?


Crafting is very mysterious to me. So much to figure out still, maby.


In Any case I have noticed one pretty strange thing. That Shows something, Important maby in our understanding of 'the Hap',


Making a Micro Sensor Suite (MSS) for a craft station. The sub components in the MSS, (GP mod, Control unit, Energy controler) make NO diff to the 'Efficiency' rating (nor any rating that is evident) on the MSS. BUT, you put that MSS in a Craft station,, and the sub components make as much diff as the MSS rating.


So a MSS with 92 eff with crummy sub comps makes a crummy craft station. But a MSS with 92% eff and better sub components will make a nice station.


This means that either the sub comp stats are in data along with a complex component, Or that they effect the some hidden stat that is stored.


Im basically confused.


Seems more than 2 lev 4 armors still make no diff


Seems probot chassy quality seems to make no diff to the base efficiency before experimentation of the final droid.

But I have yet to get better than a good success first experimentation with a crummy chasis. Where I usually get greats with fine chassis.


And what makes what diff ?? I got a probot with max Combat modules (110 modules, 330 clusters) Experimented to 99 percent in final build to 1094 HAM, but the speed is, .8 somthing and I hear of .7 somthing speeds in others Probots. So what controls speed if not combat moduules ? Brains in final Probot ? MSS ?


I have read the FAQ and have learned nothing really about droid experimentation, and componenmts /resources quatlities. Can someone tell me.


What Is Known ? (and or where to find this out)



- - -

There are No Steeenking 'Checkers' in crafting skillpoints !




Improved !!! Revised,"Alternate" New Combined DC/DE Hybrid Answer

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