Jump To Lightspeed Archive
Thread: Friday Feature November 19th – JtL: Ship Component Guide
Droid Command SpeedLower number = better. This represents the delay between issuing droid commands. A lower number means less delay.
This should be:
Droid Command Speed <- end bold here and put in a cr
Lower number = better. This represents the delay between issuing droid commands. A lower number means less delay.
Taewyn wrote:
Th...You do know the currently HP and Armor both decay, not just HP.....Is this intended or is this a bug....
If its intended, it gives some compoenents a very very short life-span...
QFE, I was just about to post this.
I am also wondering if armor's HP must be depleted before damage is dealt to system components, or if only the armor stat must be depleted before we take internal damage.
Tlk wrote:
Only the armor stat needs to be depleted. I have had Armor 0, HP 300 and still lost my engines (they were low to begin with, in the 30s). The HP for armor basically tells you how often you may repair it (too bad the armor stat decreases as well every time you repair it, makes replacing it based on HP rather useless).
Thank you Tlk. In that case, if the armor stat's decay is a bug, and it getsfixed, it would save armor components. They're a luxury item right now, because a couple of sorties later the don't protect you enough anymore. Probably more likely it's just an oversight on the FF, though... in which case, see the Shipwright forum for discussions on armor please
Message Edited by Acrod_Novys on 11-19-2004 01:23 PM
At this point, what else do you expect?
ColdFyre2112 wrote:
stunningly incomplete as usual..
- Z95, Scyk, Dunelizard, Ixiyian, x-wing (foils closed): 9.5
- Khyrax, a-wing, TIE interceptor: 10.0
- X-wing (foils open): 9.0
- Y-wing, B-wing, :8.5
- etc
I suppose technically what possibly happens is that the engine'stop speed is multiplied by ten, and then the chassis multiplier is applied as a percentage (0.95, 1.0, 0.9, etc), but why quibble over the fact that you're wrong. ![]()
You also might want to note the different storage capabilities of different levels of Flight computers. I think there might also be some nuances on missle loader/pack interaction you could add. I think refire rate is determined by the launcher, the dmg by the pack, but I'm not positive.
Overall, a very nice guide! Although I, too, would like to start seeing some more ground-game FFs.
Message Edited by sciguyCO on 11-19-2004 02:30 PM
Dubolom wrote:
ok, I got two comments:
1) so the decay rate fo components is 10%!??!? You've got to be kidding me! Even uninsured armor is only 5%. With some components being "uber" and almost irriplaceable, this is HUGE. This needs to be lowered or we need to be able to insure our components for lower decay.
2) So what are the max yaw/pitch/roll values for each of the chassis? it makes sense, but I'd like to know so I don't put 67/67/64 yaw/pitch/roll engine in a chassis that has 50/50/50 max
1) The decay rate is 10% of the amount repaired, not 10% of the total (well, unless the component got completely wiped out). And this only effects hit points and armor (unless that's a bug). As far as I've seen, component stats do not degrade with decay. So as long as you keep a tough barrier of shields and armor between your components and the harsh void of space, you should be ok. However, once those barriers are down those uber components are going to get disabled real quick. Has anyone seen whether components can get down to 0/0 (permanently disabled)?
Personally, I think having some turnover of "uber" components is a good thing.
2) Do the chassis "cap" the y/p/r of the engine or apply a multiplier? I've got an engine with 63 in all three turn stats, and on my Dunelizard the displayed values in the deatils window are all 1.1. And how does throttle setting affect those? Some ships can turn on a dime at max throttle, and others need to drop down to 75%, 50% or lower to make tight turns.
sciguyCO wrote:
2) Do the chassis "cap" the y/p/r of the engine or apply a multiplier? I've got an engine with 63 in all three turn stats, and on my Dunelizard the displayed values in the deatils window are all 1.1. And how does throttle setting affect those? Some ships can turn on a dime at max throttle, and others need to drop down to 75%, 50% or lower to make tight turns.
Message Edited by DeQuosaek on 11-19-2004 02:31 PM
Is the new motto of the Friday Feature "If it's Friday, it's JTLS?"
There is this small thing called the ground game, which is different than the space game, that a large and dwindling number of customers have been playing since June 2003. A few drips of information on the improvements to the game that SOE has previously stated is their number one priority after the release of JTLS is long overdue.
And "soon" or "it's coming" are not actual answers to what is going on. You had said the alpha testing of the Combat Revamp/Upgrade/Balance (RUB) was to hopefully begin "by the Holidays." And beta to start "after the holidays." Are we talking Thanksgiving? Christmas? Hannukah? Kwaanza? New Years? Orthodox Christmas? Martin Luther King? Presidents Day? Memorial Day? Columbus Day 2005?
Players like JTLS. SOE seems to have done pretty well rolling that out. Players are frustrated in the ground game. SOE seems to have a news blackout in effect. Give us some hope. Some insight. Some information.
After all, we are giving you some of our dollars.
Best regards,