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Thread: Shipwright Guides and Discussion Thread! *BETA GUIDES*

Mapialiakedarom
Thu Oct 21, 2004 4:18 pm
#1


Some Shipwright guides from the beta boards:






Thnx to Styx66 for this GREAT guide:



Welcome to the brand new Shipwright profession, part of the “Star Wars Galaxies: Jump to Lightspeed” expansion!


For those of you jumping right in, you are going to be remembered as the pioneers of this new, exciting, and incredibly important profession!




The Shipwright has two primary roles. One, obviously, is the crafting of player-made starships for use by pilots in the new Jump to Lightspeed space zones. Secondly, Shipwrights have the ability to transform looted spaceship components into significantly better versions of those components - known as Reverse Engineering.




Make no mistake, Shipwright is a very complex and demanding profession. There are a large number of schematics with large variances in resources, and the options at your disposal when it comes to customizing the strengths and weaknesses of your items is vast. You will feel demand from all who have purchased the new expansion, whether it be rebels, imperials, or neutrals, and whether they are interested in the galactic civil war or not.




Before we get into the details of these roles, let’s start out with the basics. If you are new to the artisan aspect of SWG, please refer to some general crafting guides, which can be found here (anyone got a good link to a general crafting guide?).




This guide is intended for Shipwrights and is from a crafting perspective. If you are a pilot looking to understand or purchase a new ship, this guide may suffice, but for a pilots perspective, check out (Tiaga's upcoming guide.)








Skills/Requirements




As with most other crafting professions, the basic profession upon which Shipwright is based is the Artisan profession. Advancing to Engineering IV in Artisan grants you the ability to train in the Novice Shipwright skill (an additional 30,000 General crafting experience). This will allow you to craft the most basic of components and chassis. Additionally, as is inherent to any crafting profession, the farther you advance, the better quality items you will be able to craft. The total skill point investment for Master Shipwright is no different than any other Elite Crafting profession at 63 points. Coupled with the Artisan prerequisites, the total skill point investment totals 92 points.




Additionally, you may wish to create a new character as your shipwright. Ithorians recieve +10 to Chassis/Power Systems/Shields/Advanced Assembly, and Sullustans recieve +10 to Boosters/Engines/Weapons Assembly. While these benefits are not huge, they will help a little.








Tools/Resources




To go along with the existing crafting system, the shipwright will need special tools in order to craft his trade-specific items. A Spaceship Crafting Tool and Spaceship Crafting Station have been added, and you will need these to make everything from repair kits to chassis. A basic Equipment Factory can be used to mass produce some shipwright items - namely all ship subcomponents, ammunition, repair kits, paint kits, and analysis tools.




Resources, as with any crafting profession, are going to play a large part in the quality of your crafted ships and their subsystems. The majority of Shipwright resources share the same resource table as all the other professions. However, with the introduction of the expansion, some new specific resources have been added to the current resource categories.


  1. Minerals:

    • High Grade Polymetric Radioactive

      • Used in

        • Booster Overdriver
        • Booster Extended Life Fuel Cell
        • Various Missile Packs
        • Reactor Limiter
        • Reactor Overcharger
        • Weapon Armor/Shield Effectiveness Intensifiers

    • Perovskitic Aluminum

      • Used in

        • Armor Mass Reduction Kit

    • Crystallized Bicorbantium Steel

      • Used in

        • Armor Reinforcement Panel

    • Conductive Borcarbitic Copper

      • Used in

        • Capacitor Energy Saver Battery
        • Capacitor Extended Life Battery
        • Capacitor Heavy Battery
        • Capacitor Quick Recharge Battery
        • Droid Brain Upgrade
        • Droid Maintenance Reduction Kit

    • Fermionic Sciliclastic Ore

      • Used in

        • Engine Limiter
        • Engine Overdriver
        • Weapon Quick Shot Upgrade
        • Weapon Speed Limiter

  2. Chemicals

    • Gravitonic Fiberplast

      • Used in

        • Shield Energy Saver Kit
        • Shield Intensifier
        • Shield Limiter
        • Shield Overcharger

  3. Gas

    • Unstable Organometallic Reactive Gas

      • Used in

        • Booster Fast Charge Fuel Cell
        • Booster Heavy Fuel Cell
        • Weapon Min/Max Damage Intensifiers

At this time, all of these specific new shipwright resources will always be available somewhere in the galaxy at any given time.





There is also an additional new resource type introduced, Hardened Arveshium Steel. There is currently no schematic in shipwright that requires this resource type.








Crafting Ships and Components




Once you have gathered all the resources and tools you need, you’re ready to begin making ships! Obviously, starting out, you will not be able to craft the best items. It will take time (depending on your stockpile of resources, or ability to acquire them) to reach Master Shipwright. But by practicing along the way, you can learn a great deal about what you can make and sell.




There are basically 4 major different kinds of items a shipwright can craft. The Chassis, the equipment, equipment subcomponents, and ammunition.






Chassis





The hull, or shell of the vessel. Whether it be X-Wings or TIE Fighters, this is what the ship looks like, its performance, and its functionality. There are a few things to know about the variation in Chassis design.


  • Chassis Classes

    • There are currently 6 different Chassis Classes to add variety to your choice of chassis.

      • Light Fighter

        • Low mass light fighter. Very very crisp rotation, but sacrifices acceleration and deceleration to accomplish this. Very slide heavy, but very little rotation penalty at high speeds.

      • Medium Fighter

        • Moderate mass medium fighter. Sloppier rotation, slightly more acceleration, less sliding and more significant rotation penalty.

      • Heavy Fighter

        • High mass heavy fighter. Much sloppier rotation, but amazing acceleration and deceleration. Penalty when going at top speed for rotation is severe.

      • Interceptor

        • Fairly light mass space superiority fighter. Mixes characteristics of light and heavy fighters. Expect to sacrifice mass to get the maximum performance out of this one.

      • Bomber

        • Very high mass, very heavy craft. A brick. More diverse weapons arsenal available.

      • POB

        • There are 3 master level ships which are considered POB (pob stands for...?) ships. The YT-1300 (Corellian Transport), VT-49 Decimator (Imperial), and the YKL-37R Nova Courier (Rebel.) These incredibly cool ships have decorateable interiors that can be occupied by group members as if it were the inside of a house. These ships have turrets that can be jumped into and out of by people aboard the ship.

  • Maneuverability

    • Each chassis has a different maneuverability rating, based on its class and its mass. The lighter ships are generally more nimble, while the heavier more advanced ships tend to be less maneuverable.

  • Capacity

    • Different chassis have different slot setups. Most allow for one projectile(energy) weapon, one missile bank, and one countermeasure bank. Some of the more advanced ships have additional banks of these kinds.

  • Mass

    • An experimental quality of chassis. A misleading attribute title, this stat puts a hard cap on how much (and what level) equipment you can load onto your ship, rather than the ships actual mass. Lower end chassis are lighter, thus less advanced or less overall equipment can be used.
    • This creates a welcome variation among chassis. Loading a chassis up with the very best equipment in the very best ship may not always be the kind of fighter your customer is interested in.

  • Hitpoints

    • The amount of damage the chassis itself can sustain before being destroyed. Basically this is your last line of defense, and generally not very high or very useful. See Armor and Shields to see this more in depth.

  • Multiplayer ships

    • Some non-POB chassis are 'multiplayer' ships, meaning more than one person can be on board when flown.

      • Chassis such as the TIE Aggressor have a rear gunner turret that has its own weapon slot for the second player to fire.

Equipment




Equipment is divided into 5 'technology' levels, corresponding to the certification required by the pilot in order to use them. These are designated as Mark I through Mark V on all equipment except for projectile (energy) weapons. The relationships are as follows.

  • Mark I (Light Weapons)

    • Equipment Level 1
    • Pilot Novice

  • Mark II (Mid-grade Weapons)

    • Equipment Level 3
    • Pilot Tier 1

  • Mark III (Heavy Weapons)

    • Equipment Level 5
    • Pilot Tier 2

  • Mark IV (Advanced Weapons)

    • Equipment Level 7
    • Pilot Tier 3

  • Mark V (Experimental Weapons)

    • Equipment Level 9
    • Master Pilot

All piloting professions gain equipment certifications at the same Tiers.


Now, before I go on, instead of mentioning it for each piece of equipment individually, you should know that all equipment shares four common experimental attributes - Armor Hitpoints, Hitpoints, Mass, and Energy Maintenance.


  • Armor Hitpoints, Hitpoints

    • This basically works as though each component is its own little ship with its own little armor plating. The item can take damage up to its Armor Hitpoints level before it starts taking damage that compromises the performance of the equipment. Once both armor and standard hitpoints are depleted, the equipment is disabled.
    • Experimenting on these is usually not worth the points - when a pilot's shields are out and armor is destroyed, the equipment is not going to last long no matter how many points you put in - it just simply doesn't get high enough. Your customer will almost certainly want increased performance rather than high hitpoints.

  • Mass

    • This is where the chassis Mass comes in to play. The sum of the Mass of all your equipment can not exceed the mass allowance of the chassis.
    • Experimenting on mass is very tricky but important in the grand scheme of things when designing an entire ship from the ground up. Putting too many points into the performance of the item without considering its mass can lead to an overburdened ship design, and your customer will not be able to use everything he is asking for. Conversely, spending too much on mass reduction may decrease the performance of your equipment, and in the end you may discover you had plenty of mass to spare. Get a general idea of how much mass your components use with your skill and resources, and tweak on an individual basis.

  • Energy Maintenance

    • This is how much power your piece of equipment will draw from the ship's power supply.
    • While it may not be as easy to draw too much energy as it is to overburden a ships mass, it is a notable experimental attribute nonetheless. When you are over your energy limit, equipment will fail and/or decrease in performance.
    • This does not apply to armor as armor does not require energy to maintain, nor Reactors as they provide the energy (see below).

Now on to the different equipment!





Reactors




A ship's main fusion reactor is what gives a ship its power. Power is needed to drive every single component loaded onto the ship (with the exception of armor). Additional experimental attributes (1):


  • Energy Generation Rate

    • Similar to the Mass attribute, each piece of equipment draws a certain number of energy units from the ship's reactor. A superior reactor has a high EGR, saving you points in Energy Maintenance in your other equipment. It also allows for more advanced, higher maintenance equipment.

Engines




Engines are arguably the most important aspect to any starfighter. They dictate how fast a pilot can go, how fast they can get there, how fast they can stop, and how fast they can turn. Additional experimental Attributes(6):


  • Acceleration, Deceleration

    • How fast the ship accelerates/decelerates.

  • Speed

    • How fast the ship can travel!

  • Pitch Acceleration Rate/Pitch Rate Maximum

    • Pitch is a term used to represent up and down motion. Since this is a space-based game, up and down is relative to a players orientation and/or controller.
    • The acceleration rate dictates how immediately the ship turns and changes direction.
    • The maximum rate indicates how fast (rotational speed) that turn will be.

  • Yaw Acceleration Rate/Yaw Rate Maximum

    • Yaw is a term used to represent side to side motion.

  • Roll Acceleration Rate/Roll Rate Maximum

    • Roll is your ships ability to spin upon its Z-axis.

Shields




Shields are another incredibly important piece of equipment to any pilot. It is the first and most important line of defense in battle. Shields, while one piece of equipment, are divided into front/back deflector screens. Additional experimental attributes (3):


  • Front Shield Hitpoints, Back Shield Hitpoints

    • You are given the ability to determine whether to equally distribute shields front and back, or to bias them to one side. Different pilots may ask for different setups - some may want more protection when charging an enemy head on, while others may prefer some extra points to the rear shields when being persued.

  • Shield Recharge Rate

    • How fast the deflector recharges after absorbing a hit. A vital statistic.

Armor




Armor is a pilot's second, but more fragile, line of defense. There are front and rear sections of armor, but unlike shields, they are their own seperate components. Once shields are depleted, the armor further protects the ship from damage to its key components. Once its Armor Hitpoints are depleted, the ship's equipment begins to take any damage that comes through. Experimental attributes are Armor Hitpoints, Hitpoints, and Mass. (See shared attributes, above)




Keep in mind, armor is very heavy. Watch the mass carefully, and if needed, add a Mass Reduction Kit (more on subcomponents later in this guide.) Additionally, if your shields are of excellent quality, the highest possible level of armor may weigh more than it is worth. Consider using lighter armor to save mass as well.




Capacitors




Capacitors are basically an energy storage unit for a pilot's projectile weapon. When this stored energy runs out, the weapon ceases to fire until some energy has recharged inside the capacitor. Additional experimental attributes (2):


  • Energy

    • The amount of total energy the capacitor can store. The higher the better, obviously. The pilot can take more shots in a row before running out of energy.

  • Recharge Rate

    • How fast the capacitor recharges itself. The higher the better.

Boosters




A booster is a temporary boost to the output speed of a ship's engine. This can be very useful when your customer needs to get away in a hurry, or catch up to something quickly. Additional experimental attributes (5):


  • Speed

    • The amount of extra speed the booster applies to the engine.
    • Note: When a booster is engaged, it applies this value to the current engine speed, not the maximum speed.

  • Energy

    • The booster has a finite amount of energy it can devote to boosting. When this energy is depleted, the booster ceases to function and must recharge.

  • Consumption Rate

    • The rate at which the booster drains its energy supply. Lower is better.

  • Acceleration

    • The rate at which the booster accelerates your ship from its current speed to its maximum boosted speed.

  • Recharge Rate

    • The rate at which the booster recharges.
    • Note: Boosters do not recharge while in use.

Projectile Weapons




A rather misleading name to some, Projectile weapons are the "blaster" type weapons on starships. They are the main source of offensive capability and a vital component to any starfighter. A pilot will most likely state this as his most valuable component.


Projectile weapons are craftable in three flavors - Blasters (equally effective versus shields and armor), Disruptors (very effective versus armor plating, less effective versus shields), and Ion Cannons (very effective versus shields, less effective versus armor.) Additional experimental Attributes (6):


  • Armor Effectiveness, Shield Effectiveness

    • The weapons effectiveness when striking armor or shields. Weapons will only strike armor when no shields are present.
    • This modifier is mulitplied by the raw damage of the weapon.

      • For Example: If the weapon hits for 1200 damage and the shield effectiveness is 0.500, the damage done to the shield will be 600.

  • Damage Minimum, Damage Maximum
  • Energy Per Shot

    • This stat determines how much energy the weapon will drain from the ship's capacitor each time it is fired. Lower is better.

  • Firing Rate

    • The time between successive shots. Lower is better.

Droid Interface




A droid interface is useable in some ships to allow a pilot to use an Astromech droid to augment, enhance, and manage the systems of his starship beyond the capabilities of the pilot. Additional experimental Attributes (1):


  • Droid Speed

    • The speed at which the droid can execute a command given by the pilot.

Ships that can not carry Astromech droids will be forced to use Flight Computers, which are essentially the same thing, and available from your local Droid Engineer. (seems backwards doesn't it?)




For additional information on Astromechs and Flight Computers, check out TK421's JTL Droid Guide.




Missile Launchers/Countermeasure Launchers




These allow the pilot to launch missiles and/or countermeasures. Missiles add spice to many combat situations. Your customer may ask you to attempt to outfit his ship with these for added offensive punch. Countermeasures are a pilot's first defense versus missiles, and can often fend off missile attacks.




Launcher experimental attributes are Armor Hitpoints, Hitpoints, and Mass. (See shared attributes, above)



Missiles and countermeasures come in a few different flavors.


  • Missiles

    • Concussion Missiles

      • Highly effective versus shields, no armor penetration.
      • Comes in Mark I, II, II (Levels 2, 5, 8) variants.

    • Image-Rec Missiles

      • Advanced missiles with advanced targeting system
      • Tracks longer than standard missiles and avoids standard countermeasure systems.
      • Equally effective versus shields and armor.
      • Comes in Mark I andII (Levels 4 and6) variants.

    • Proton Missiles

      • Lightweight missiles, which allows the pilot to carry more in his arsenal
      • Moderately effective versus shields and armor.
      • Comes in Mark I, II, III, IV (Levels 1, 3, 6, and 9) variants.

    • Seismic

      • Highly effective versus armor, weak versus shields.
      • Comes in Mark I, II, III (Levels 3, 6, 9) variants.

    • Space Bomb

      • High yield missiles that are slow and bulky.
      • Easily deterred by countermeasures and lose track easily.
      • Effective versus capital ships and slow moving/unaware ships.
      • Comes in Mark I and II (Level 5 and 10) variants.

  • Countermeasures

    • Chaff Launcher

      • The most basic countermeasure. Only somewhat effective.
      • Available to all pilots.

    • Sensor Decoy Launcher

      • Slightly improved countermeasure. Moderately effective.
      • Available to Tier 1 Pilots.

    • EM Emitter Launcher

      • Creates an Electromagnetic field to disrupt incoming missile subsystems. Very effective.
      • Available to Tier 3 Pilots.

    • Micro-Chaff Launcher

      • More effective than standard Chaff/Decoy systems. Very effective.
      • Available to Tier 3 Pilots.

    • IFF Confuser Launcher

      • Launches a small device that confuses enemy missiles. Highly effective.
      • Available to Master Pilots.

Missile Experimental Attributes (4)


  • Quantity

    • The number of missiles per pack. Only one pack can be loaded per missile launcher per flight.
    • A pilot must land to reload a launcher.

  • Damage Minimum, Damage Maximum
  • Firing Rate

    • The time between successive missile firings.
    • Arguably this should be an experimental option on the launcher, but for now it is tied to the missiles themselves.

Chaff Systems Experimental Attributes (3)


  • Quantity
  • Chaff Effectiveness Minimum, Maximum

Item Subcomponents




Most ship components allow for optional subcomponents that alter the main component in some fashion. These are crafted first, andmay beadded during the crafting process of the main component.



Each subcomponent has a benefit that comes with a drawback, so adding a subcomponent will not always make your components better suited for your ship. These also come in Mark I-V levels that correspond to the level of the component they can be inserted in to. For instance, you may only put a Mark IV subcomponent into a Mark IV or higher component. You may sometimes find it advantageous however to put a lower level subcomponent into a high level component.


  • Reactors

    • Limiter

      • Reduces mass, but reduces energy output.

    • Overcharger

      • Increases energy output, but increases mass.

  • Engines

    • Limiter

      • Reduces energy maintenance, but lowers acceleration/speed.

    • Overdriver

      • Increases acceleration/speed, but increases energy maintenance.

  • Armor

    • Mass Reduction Kit

      • Reduces mass, but lowers armor hitpoints.

    • Reinforcement Panel

      • Increases armor hitpoints, but increases mass.

  • Shields

    • Energy Saver

      • Reduces energy maintenance, but reduces shield hitpoints.

    • Intensifier

      • Increases shield hitpoints, but increases energy maintenance.

    • Limiter

      • Increases recharge rate, but decreases shield hitpoints.
      • Effects are fairly offsetting, this subcomponent will likely either be changed or removed.

    • Overcharger

      • Increases shield hitpoints, but decreases recharge rate.
      • Effects are fairly offsetting, this subcomponent will likely either be changed or removed.

  • Capacitors

    • Energy Saver Battery

      • Reduces energy maintenance, but decreases maximum energy storage.

    • Heavy Battery

      • Increases maximum energy storage, but increases energy maintenance.

    • Extended Life Battery

      • Increases maximum energy storage, but reduces recharge rate.
      • Effects are offsetting, this subcomponent will likely either be changed or removed.

    • Quick Recharge Battery

      • Increases recharge rate, but decreases maximum energy storage.

      • Effects are offsetting, this subcomponent will likely either be changed or removed.

  • Boosters

    • Overdriver

      • Increases speed/acceleration, but increases mass.

    • Extended Life Fuel Cell

      • Increases maximum booster energy, but decreases recharge rate.

    • Fast Charge Fuel Cell

      • Increases recharge rate, but decreases maximum booster energy.

    • Heavy Fuel Cell

      • Increases maximum booster energy, but increases consumption rate.
      • Effects are offsetting, this subcomponent will likely either be changed or removed.

  • Weapons

    • Armor Effectiveness Intensifier

      • Boosts Armor Effectiveness, but reduces shield effectiveness.

    • Max Damage Intensifier

      • Increases Max Damage, decreases Min damage.

    • Min Damage Intensifier

      • Increases Min Damage, decreases Max damage.

    • Quick Shot Upgrade

      • Increases firing rate, but increases capacitor energy per shot.

    • Shield Effectiveness Intensifier

      • Boost Shield effectiveness, but reduces armor effectiveness.

    • Speed Limiter Upgrade

      • Decreases capacitor energy per shot, but decreases firing rate.

  • Droid Interface

    • Droid Brain Upgrade

      • Increases droid command speed, but increases energy maintenance.

    • Maintenance Reduction Upgrade

      • Decreases energy maintenance, but decreases droid command speed.

Misc Items




Shipwrights also craft:


  • Repair Kits

    • You may wish to craft and sell these repair kits to your customers, or through a public market. There is a seperate repair kit for every component. When you craft these, they are given a hitpoint rating which is the amount of points they will repair a component before being used up.
    • Most players will not choose to seek these out rather than just get their ships repaired at a space station. Some space stations only repair to 75%, so perhaps it will come in handy then, or if the pilot is so low on cash as to want to save a few credits on your kits.

  • Paint Kits

    • Rebel and Privateer pilots will more than likely wish to personalize the hull of their starships with your paint kits. The empire will not allow their pilots to paint the outside of their TIE Fighters, however.

Overwhelmed yet? It's O.K. We're almost done...






Reverse Engineering


A new concept to SWG, Reverse Engineering adds a whole new dimention to crafting. With this ability, shipwrights are able to take components looted from other starships, analyze them, and improve on their design!




To Reverse Engineer, you can either collect looted components on your own while piloting your starship, or you can reverse engineer components your customers bring to you.




The process is very simple - build a component analysis tool, put the component(s) inside, and analyze it(them). Depending on the equipment level of the component you wish to reverse engineer, you may need multiple components of the same type to succesfully reverse engineer into a single improved item. For example, to reverse engineer a looted level 5 capacitor, you will need 5 looted level 5 capacitors in your analysis tool.




The reverse engineered component's stats will be determined by taking each stat of all the items in the tool and getting their average. A bonus will be calculated and applied to each average stat, and written back out to the new component. You will be presented with a Technical Readout at the end of a reverse engineering session showing you the average of each stat, the percent bonus applied, and the finalized stats of the new item. You will also have a chance to name the component after reverse engineering it.




Reverse engineering may not always be advantageous. If you have a looted item with very high stats, you might rather keep the item and use it directly in your ship. If you gather several more average looted items, you can reverse engineer them to take some of the best stats from each item into a new condensed item.

Message Edited by Mapialiakedarom on 10-23-2004 08:14 PM



Oupor Crestingrunner - Master Musician, Master Dancer, Master Entertainer, Master Image Designer || Ben-Obi-One Benobi - Novice Pikeman, Novice Medic, Novice Scout || Proud TestCenter Regular || Got into JTL Beta October 4th 2004 || Got into the ROTW Beta April 22, 2005 || Will not rest untill the old forum layout has been restored || Succesfully Co-hosted a player event on March 27th, 2005, with Pex, who dressed up as Bib Fortuna for the occasion in the NU Cantina, TestCenter

Mapialiakedarom
Thu Oct 21, 2004 4:22 pm
#2


Thank Red-Dwarf for this guide:








Shipwright crafting 101


Hi all, it seems we have another round of testers arriving now and given the number I've seen in game asking basic questions about shipwright, and the number admitting that they haven't crafted before but want to help test (Thanks, BTW - we need all the testers we can get) I decided to do a fairly basic guide.

I'm posting it the current draft state since, well, the server's down so I can't play right now.

I've probably made lots of errors so any corrections are welcome and if you have any Q not answered here post them and I'll see if I can figure out an answer.



Shipwrights have three primary roles:

The first is to craft blueprints - these are traded in to NPC's to get empty ships, aka a chassis(for a fee from 25k for a novice level ship to 250k for a Master level ship)

The second is to craft components - these are installed into ships (install done by the pilot of the ship - see ship components 101)

The third is to reverse engineer loot (more details below)



Basics of crafting: First get yourself a tool, the generic one you got as a novice artisan won't last long. If you are planning on just taking engineering 4 and not master artisan then find someone to make you a +10 or better tool (+15 is cap) or check the bazaar. Use the tool from either the inventory or the toolbar (drag and drop from inventory to the hotkey positions)

Select the schematic you wish to make - Note - if you think you have a schematic but it's not listed here it may need a crafting station.

Public ones are available near most starports and private ones are available from architects or DE's (Architect stations can be placed on board POB ships)

Once you have the schematic chosen add the resources (either drag and drop or double click to add to the slots automatically) make sure the 'filter items' check is ticked (that way everything listed will work in one slot or another) Once done if you are not near a crafting station just accept each box (name your creation if you want - more important later when selling - ship names are assigned later)

If you are near a crafting station you will have three options - Experiment, Create Prototype and Create Manufacturing schematic Experiment - In my opinion not worth it until you have at least +50 experiment / assembly as risk of failure too high, however this is the most important stage of production (see the resources section of "How to craft better" for how to get better results). Select a line and run the experiment - standard warning - you can fail and take your item to 0% experiment.

Create Prototype - this is what happens if you are not near a station and gives you a physical item

Create Manufacturing Schematic - these are used to load into factories to create crates of items - no factory yet added for shipwrights. To use a factory load the schematic and put enough resources in the input hopper (you can check the resources needed in the radial menu) Make sure it has power and cash (maintenance) and turn it on - you will get an e-mail when it stops.

One final note - responding to earlier pressure the devs added a practice button to crafting - don’t touch it! Shipwrights can sell what we make and don't need to waste the resources on a mere 5% xp boost.



Tool / Crafting Station

All shipwright components are made using the space crafting tool - found under engineering 1 it has the same variables as any other tool (try and get a +14 one) A crafting station is available near most starports and also in droids from your friendly DE. A factory is under design at the moment ( It will make sub-components and possibly some components - not chassis)

PLEASE NOTE: Each schematic describes itself as needing either a generic tool, a specialised tool, or a specialised tool and a crafting station. If it says you need a crafting station and the compexity is 26 or higher then it means a private crafting station, these are made by architects and DE's only, it is not a bug if you are standing by a public station and can't see the YT-1300 schematic.


Resources

Shipwrights make use of a number of new named resources introduced for JTL, these are of unknown rarity so watch server forums for details (or swgcraft)


Primary resources for chassis are Steel, Ore, Aluminium, Inert Petrochemical, Iron, Fibreplast, Silicastic Ore

Other Resources needed are Copper, Carbonate Ore, Radioactive, Reactive Gas, Inert Gas, Chemical and Liquid Petrochem Fuel

The Named Resources are Bicorbantium Sttel, Perovskitic Aluminium, Polymetric Radioactive, Borcarbitic Copper, Fermionic Silicastic Ore, Organometallic Reactive Gas and Gravitonic Fibreplast.

This is a link to a wonderful post by CP47, if it's out of date please post details of new resources in his post, if a new thread is started post here so I know to update the link.


Schematics

Full schematic list will not be published here(it'll go on swgcraft after launch anyway)

Chassis schematics:

Steel Ore Alu.In.Pet. Iron Fibreplast Total

Novice 2000 1000 1000 10000 0 5000

Tier 1 5000 4000 2000 2000 0 0 13000

Tier 2 12000 6000 3000 3000 3000 3000 30000

Tier 3 2400012000 6000 6000 6000 6000 60000

Tier 4 3200016000 8000 8000 8000 8000 80000

Master level 7000020000 10000 10000 10000 10000

also Master needs Silicastic Ore 10000 and Copper 10000 150000


Macro

basic crafting macro, this will help if you are making a set of ships

/ui action toolbarSlot00 number of hot key slot tool is in (less 1 - so F3 is Slot02)

/selectDraftSchematic xxx number of schematic you wish to make (nb is based on tool and crafting station)

/pause y time to add resources to schematic

/nextCraftingStage

/nextCraftingStage

/nextCraftingStage

/createPrototype

/createPrototype

/pause 2 covers lag in completing process

/ui action toolbarSlot13 number of following macro


N.B. You can modify this macro to use practice mode which destroys the item but gives a 5% boost to xp. In my opinion this is a massive waste for a shipwright. This is useful for getting xp quick, but it also lets you build (non-experimented) ships quick, which I find useful at lower levels since my assembly rating is often so low that I fail experiments more than I succeed.


Reverse Engineering This is the really cool bit that's new to crafters:

In essence some people have likened RE to slicing and it holds similar characteristics but there is more to it than a random boost. Reverse Engineering is done on looted items (it will have a Reverse Engineering Rating if it can be RE'd) A Shipwright can RE anything his skill can cover (RE skill is gained in various boxes).

For a level 1 item you simply place one item in the tool and it will give a small boost to it (yes, just like slicing) For a level 2 or above item you must place the same number of items (not the same name but the same class and level) in the tool. The tool will then create 1 new item. This item will have average stats from the different items and will give a small final boost. Therefore you will want to keep back that really rare bit of loot you got before you find someone to RE it as a great piece of loot. RE'd with a piece of junk will end up with average stats, even with a boost this will be below the great stuff on it's own.

However if you get a number of rare loot items and a Master Shipwright able to RE it then you could end up with an 'uber' piece of kit. How long it'll last is up to you, the more you die the more decay happens and you need to replace it.


How to craft Better


Ok, first you need to understand your resources.

All resources have statistics, all have OQ (Overall Quality). Most have DR( Decay Resistance), some have PE (potential Energy) The key statistics for Shipwright are OQOverall Quality, CDConductivity - these cover the chassis stats

UT (Unit Toughness) / HR (Heat Resistance) - these cover the armour strength on various components

PE (Potential Energy) - This covers the energy output of various components (weapons / shields etc..)

DR (Decay Resistance) and SR (Shock Resistance are also important in some stats.

The most common stat required is OQ, until I get more crating experience with different materials I won't know what are better combinations to try.


What happens as you add resources to a schematic is SWG calculates the total of the stats and averages them. The details of which stats are used and in what ratio is shown in the schematic on the right. Finding the right resource for the job is essential if you want to make a top-notch ship. Please note: All resources are gated - OQ is always between 1 and 1000, however other stats have hidden maximums, while Copper can reach 1000 CD barely a handful of steel get over 650 CD on live (per SWGcraft.com) Watch for good resources but don't pass on a steel without checking if the stat you want is gated or not.

At the end of this SWG has a maximum % for each attribute of the schematic (i.e. Mass / Hit Points / Max Damage / Min Damage) The experiment box (which will need to be scrolled down on weapons!) shows this and gives 10% blocks by each line. These 10% blocks are where you experiment. Note the number of points is capped at 10 (possibly 12 if skill tapes are added.)

Where you put your skill points is up to you.


Until the balance runs from GreenMarine are completed we can't tell how much difference each stat can get.

My recommendation is currently to consider this - it's no use having the biggest engine in the universe if you can't fit it in the ship, and it's no use having the biggest gun if you haven't got the power to fire it!



Other Experimentation impacts:

Assembly - your assembly skill affects how likely you are to succeed at an experiment (not how many times you can experiment). As such see the species bonuses. Tool - tests show the higher the rating the better, how much I don't know but since if you have 4400 artisan you have 10 points and you only need some high cond copper and junk chemical so it's not difficult to get decent tools. Droid stations - these are the same as a +0 Architect station (TH says so) Architect stations - these range from -15 to +45. Tests have been inconclusive, some have shown no difference at all, some have shown a difference between a -1 and +1 but no difference between a -15 and a -1 or a +1 and a +45, while others have shown a positive impact from a +20. Dev comments have been few and far between but I'd suggest get the best you can find, if you have some really good copper and can find a good Master DE / Artisan then take the components to a novice architect (stations are based on artisan experiment/assembly) and you can get a decent station. Skill tapes - these can improve experimentation (number of experiments) or assembly (chances of success) and are capped at +25 (not seen in beta yet for shipwright) Research Centre - this improves the assembly role in a level 4 or 5 city, although it costs a pretty penny to run it.



Ship Components 101


Starter ships


When you start out you receive a free ship from your trainer. These ships are very basic and while they will get you through your first few missions they are not designed for the more dangerous areas of space. Unless you think you can outfly Luke Skywalker flying with one hand tied behind your back don't try to do fly round dath in a starter ship. (Beta note - the balancing of more dangerous areas are ongoing - just because you can survive there now in your starter TIE, don't expect to in live) The key difference for starter ships is they are free and they cannot be upgraded, so if you want to use that nice looted engine you just picked up you need to read on:


Certifications


Before you go jumping around buying the highest power gun you can afford you need to make sure you can use it.All components and all ships have certifications granted from your relevant pilot trainers. Examine any component and it will tell you the certification you need to be able to use it.

Not everyone will do refunds so remember the first rule of trading 'caveat emptor' (Let the buyer beware)


Chassis


The first thing you need is a ship of your own, this is made by a shipwright and you can either buy a ship from another player (datapad transfer for ship) or buy a blueprint (either from a player or vendor). If you have a ship in the datapad skip on to the next section, if you got a blueprint you need to visit a starship chassis broker these guys are found in most starports and will take your blueprint and give you a chassis. (Beta note - locations for starship brokers to be confirmed - I believe only on starter worlds and not all starports) NOTE they charge a fee for doing this so don't spend all your cash on the blueprint or you won't be able to fly it! Once you have the chassis use the radial menu on it in your inventory to transfer it to your datapad. Congrats you now have a ship that can be upgraded!


Classes of components

There are three classes of upgrades, the first is a looted item, these are simple drops in space on the same principal as on the ground.If you are certed for them you can use them. The second type is crafted components, these are made by shipwrights and will typically be found on bazaars/vendors. The final type is RE'd (Reverse Engineered) these are loot components that have been analysed by a shipwright, in practice they are 'sliced' loot items. (Beta note - RE has changed a lot recently and I need to get some more experience on the new results)

Now you are ready to buy, you know which components you can use and have found a friendly Mon Cal vendor with a good stock. So what do you buy? You need at least one of each of the following, Reactor, Engine, Armour, Shield, Weapon, Weapon Capacitor, Droid Interface, Flight computer (or Astromech)


Key factors affecting component choice

The key issue you need to consider is what type of fighter do you want. You see, not every x-wing is the same, they can be tweaked to give different benefits, some are that bit quicker some have a bit more juice in the shields. However you are limited by one key factor and one secondary factor in selecting components.


These are Mass and Energy


Every ship has a maximum mass it can hold. Try to breach it and the port authorities won't let you take off (they know you'llcrash and take out half the starport!)

Therefore you need to make sure the components you are going to buy don't break the maximum (or buy a higher mass ship - but be aware you may get lower hit points in exchange) The second factor is energy, your reactor produces energy and everything else uses it so watch carefully on the reactor you use, get the wrong one and your whole ship might run out of energy just as those pirates get in range!


The balance between mass and energy is a personal choice and some may choose to go for the really big reactor that lets themuse very energy guzzling guns (that are experimented on to reduce their mass). (Beta note - The balancing of these is a complicated issue that is currently under testing and will change)

Shipwrights can experiment to reduce the mass and energy consumption and you should check with your local SW if you have a special request (i.e. you really want a reactor with under x mass to fit with the other stuff you have)


Upgrades


The final key issue in components is the presence of upgrades. All upgrades have a positive and negative influence - for example the Reactor Overcharger raises the power output, but also increases the mass. All components have at least two different upgrades available and they are available in levels 1-5 with each component taking a maximum upgrade (so a lvl1 overcharger will fit in a lvl4 reactor, but a lvl5 overcharger will only fit in a lvl5 reactor). The upgrades are found in the same section of the schematic list on the shipwright tool as the associated components.

Please note - all upgrades are optional and currently use new resources(not yet spawned on live, such as organometallic reactive gas). A component will work fine without an upgrade.



Key Components


Common key stats are the Mass and Energy usage which you must balance against the specifics of the items below:

Reactor - the powerhouse of your ship, key stat is it's energy production

Engine - not going far without this, key stats are max speed, acceleration and maneuverability

Armour - the final layer of defence, key stat is hit points

Shields - the primary defense system, key stats are max shield (split front and back) and recharge rates

Booster - a key escape system, key stats are speed boost and length of boost (split between charge amount and consumption)

Droid Interface - the system controlling your 'specials commands', key stats are the speed of response and the number of commands.

Weapon Capacitor - this controls how long a burst of firing you can do, and how long till you can fire again


Weapons


There are three primary weapon types, blaster disruptor and ion cannon.

Shields Armour

Blasters Average Average

Disruptors Poor Good

Ion CannonsGood Poor


Missiles / countermeasures

(Beta note - I've not used these yet so need to test and add something here)


Step by step Installation guide


Ok, so you've got the components, checked they won't overload your ship and you can use them all. Now you need to find a starship terminal, don't worry, these are at every starport (they are also the launch console). On the screen select a fighter if you have more than one in your datapad, then select Manage from the lower left. You then have the ship management screen. On the left is a list of all components you have in your inventory or on the ship categorised by type. on the bottom is a summary of stats for your ship, watch this to make sure you don't overload it (Beta note - devs will add a counter for energy as well as mass soon) In the top middle is details of the current item selected from your component list on the left. On the top right is the current component fitted in that slot on your ship. To fit a component simply select it in the left hand list, then select the load button Please note if a component can fit in more than one 'slot' it will show up twice on the component list unless it is already loaded. I.e. I have a disruptor installed and two blasters in my inventory. (two weapon slots) The list will have the first slot with "Disruptor (Installed)" and then two "Blasters" If I load one blaster in the second slot it will then show for the first slot "Disruptor (installed)" and one "Blaster" while the second slot shows "Blaster (installed)" and "Blaster"



Repairing components

Damage to your ship is done first to the shield, then to armour, then to a random component. Once the component is destroyedthen your ship itself takes damage. This means its quite likely your components will take damage over time and need repair (and ultimately replacing). You can either find a shipwright to repair your components or use the space station repair facilities. When in range use /comm and tell them you need repairs, they will give you a list of options depending on how much you want to spend. Alternatively, land, find a shipwright /vendor and buy a new component (Beta note - we don't yet have details on the decay over time of components and this is an issue on the table)

Droids / Flight Computers

Ahh, you've realised you need something else to run a ship, yeah, you need a droid or a navicomputer but TK-421 has done a far better post than I could ever do.





Oupor Crestingrunner - Master Musician, Master Dancer, Master Entertainer, Master Image Designer || Ben-Obi-One Benobi - Novice Pikeman, Novice Medic, Novice Scout || Proud TestCenter Regular || Got into JTL Beta October 4th 2004 || Got into the ROTW Beta April 22, 2005 || Will not rest untill the old forum layout has been restored || Succesfully Co-hosted a player event on March 27th, 2005, with Pex, who dressed up as Bib Fortuna for the occasion in the NU Cantina, TestCenter

Waverunner
Thu Oct 21, 2004 4:25 pm
#3

WOOHOO


I didn't read through all of it, but indeed a complex guide to a complex profession.. sticky warning


good job



_________________________________________________________

Name: Cray Cri'koon
Profession: Master Ranger, Teras Kasi Master, Rebel Alliance Pilot "Vortex Squadron"
Home: Naboo, Nu'Maoi [Eclipse]

BIO: Tale of the Cri'koon family

_________________________________________________________
Mapialiakedarom
Thu Oct 21, 2004 4:25 pm
#4


for the DEs underneath you, a guide from TheRealTK421 about the new droid functions:








How to useJTL's new 'Space' droid features:



The droid lube's a flowin' and the factories are burning like a lightsaber through Cortosis ore (yes....I know, lightsabers can't cut through Cortosis Ore). I figured it'd be good to get this FAQ/guide going now...so that it can be tweaked for a time when releasable to the larger galaxy. For the uninitiated, it'll be important to get...



Some terminologyto groove on first...


Data Module (for Rebels): A Droid Engineer-made "Data Storage Module" is the part that gives droids a datapad of their own. In the past, this has only stored factory manufacturing schematics (and missions, long ago). It is in this 'datapad' that you store programs in the droid for use during spaceflight.


Note: Currently, the starfighters that use an actual Astromech (R2, R3, etc.) droid, instead of

a flight computer, include the:


  • Z-95

  • Y-Wing

  • X-Wing

  • All Master-pilot level, multi-person ships

    • Alliance Starfighter Pilot: YKL-37r ('Nova Courier')

    • Imperial Navy Pilot: VT49 ('Decimator')

    • Freelance Pilot: YT-1300 Transport (yes...THAT ship. /smile)

All of the other starfighters take a flight computer.



Flight Computer (for Imperials/Freelance): A Droid Engineer-made "Flight Computer" is basically a portable ship/droid program storage device. There are 6 levels of Flight Computer, from "v1" to "v6" (see further below). The number shown on the Flight Computer you get/use will need to match your pilot profession's droid certification level (check your highest Droid branch skill box for that number).


Example: You are a Droid Cert. 3 in your chosen pilot profession, you can use up to a "v3 Flight

Computer"with your ship. You would not be able to use Flight Computer 4-6 (till you

have advanced).



'Unprogrammed Droid Command Modules': These Droid Engineer-made parts are your key to programming droid commands, which you can use to make adjustments to your ship's systems during spaceflight. Basically, these are like blank floppy disks. Each one will hold one, and only one, droid program. Once it's has been programmed, it can not be reprogrammed. Once programmed with one of your earned pilot skills, you will then have a....



'Burnt Chip: ': This is a Droid Command Module in your main inventory that's been programmed with one of your pilot skill commands (see further below). You'll need to change this from an Inventory item into a 'Data' object by using the radial to "Transfer Memory Chip...".




What do droid pilot skills 'do'?


The Droid branch of your chosen Pilot profession'sskill tree will allow a pilot to make various kinds of adjustments to different aspects of the ship. Here's what the pilot professions' "Droid" skills will do:


  • Freelance Pilots - Reactor / energy adjustmentsfor the ship

  • Imperial Navy Pilots - Weapon / Engine adjustments for the ship

  • Rebel / Alliance Pilots - Shield adjustments for the ship

For those interested, more details on each skill and cert is given below, by profession.



Cool new droid tidbits...


  • Droid deeds should display what rating pilot astromech cert will be required to use them.


  • When you launch into space using an Astromech (R-series) in your ship, you will see the correct model when viewing your ship in 3rd person view(R2, R3, R4, etc.). In addition, it will have the correct colors (same as you have on the ground). Note: I've personally tested this and it does function correctly. Yeaaaa!!


  • The quality of your "Droid Interface" should affect the speed at which you can perform droid commands in space...


  • Droid deeds should display what level of pilot astromech (or flight computer) cert will be required to use that droid or flight computer in a ship.


  • You should now only be able to benefit from a crafting station module in a droid pet if you own the droid pet.


  • More to come, as they are found/added....



In-depth: How to program, load and manage droid commands/skills:


Creating / programming an "Unprogrammed Droid Command Module"



  1. Get droid commands/skills granted to you by attaining one or more 'Droid' skill boxes (the far right branch in your chosen pilot profession skill tree).


  2. Craft or otherwise get your hands on an "Unprogrammed Droid Command Module", this will be a tangible object in your main inventory.


  3. Bring up the radial/context menu on the unprogrammed command module and choose "Program Droid Memory Chip".

    Radial Menu options on 'Unprogrammed Droid Command Module'

    Examine:
    Destroy:
    Program Droid Memory Chip:



  4. After you make that selection, you should see a system message: "Please select the command you wish to burn into this memory chip" ...a list will then appear of all the commands you know. Pick one you'd like to 'burn' to the unprogrammed module and hit "OK".


  5. When you do this, if it's successful, you should see: "Command has been burned into memory chip."

At this point, the chip should rename itself to "Burnt Chip: ". The module isnow programmed andcan be traded to other people (even if they do not yet have the skill to 'burn' themodule themselves).



Setting up an astromech/flight-computer with a programmed droid command module:



  1. You should already have a programmed 'Burnt Chip: ' in your main inventory as a tangible item.Use it’s radial/context menu to get...

    Radial Menu options now on 'Burnt Chip: ':

    Examine:
    Destroy:

    Analyze:This will display information on the droid program that was burned to the module.

    Transfer Memory Chip to Datapad:
    Sends the item from your main inventory to YOUR Datapad.


  2. Select Transfer Memory Chip to Datapad. The chip should disappear from the main inventory and appear in the "Data" section of your Datapad (Ctrl-D). You'll note that it will show in your Datapad as a 'chip' item with "Burnt chip..." and the command programmed to it.


  3. Call droid (if not called already) and use the "Droid Options" radial menuselectionto get to "Open Droid's Datapad".

    Note: If you're using a Flight Computer, just 'use' it to open it as you might a backpack.


  4. Drag-and-drop the burned chip(s) from the"Data" section of your Datapad (Ctrl-D) over to the open droid datapad or Flight Computer window (just as you would when moving items from one backpack to another).


  5. If you've associated that particular droid/flight computer with your ship (done via the Manage area when using a Starship Terminal), you'll have access to the program(s) loaded into it when you get into space. Once you're in space, the command will be listed in the 'Astromech' page of your CTRL-A abilities window. It will work like other commands; either via the toolbar or as a /command.



Some pointers that might help illuminate...



  • A programmed chip can be traded as freely and without restriction as other tangible items like food, weapons, etc.


  • The ability to program chips with various capabilities remains with the people that have the knowledge of that program (via a skill-granted ability).


  • You're 'associating' the droid with the ship by loading it onto your ship. However, you will still need to have some level of "Droid Interface" installed on your ship for the droid's features to be used.


  • An 'associated' droid will remain in your Datapad, just like it would be any other day of the week. The "Manage" ship-component UI simply 'links' that droid or Flight Computer to a ship's power control systems when you launch.


  • Whenever you are walking around on the ground, the droid is still with you...the same as it's always been (without you having to 'unload it' from the ship). When you launch into space, using a ship its 'associated' with, it will be in the astromech socket on the ship.You should then have access to whatever programs are loaded into its datapad.










Droid Pilot Skills/Commands (Freelance, Imperial, Rebel):


Freelance Pilot:


  • Basic Pilot (Novice):

    • Droid Program: Mute Droid/Flight Computer - "Toggles on and off the flight droid or flight computer's auditory feedback mode, giving the pilot some control over how talkative and responsive they are."

    • Level One Astromech Certification: "Level One Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers)to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Droid Interface Basics (Tier 1):

    • Droid Program:

      • Reactor Overload 1- "Reactor to generate more energy, at the cost of over-stressing it."

      • Reactor Stabilization - "Reset reactor back to default settings."

    • Level Two Astromech Certification: "Level Two Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Reactor Engineering Algorithms (Tier 2):

    • Droid Program:Reactor Overload 2- "Reactor to generate more energy, at the cost of over-stressing it."

    • Level Three Astromech Certification: "Level Three Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • System Balance Programming (Tier 3):

    • Droid Program:Reactor Overload 3- "Reactor to generate more energy, at the cost of over-stressing it."

    • Level Four Astromech Certification: "Level Four Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Droid Intelligence Theory (Tier 4):

    • Droid Program:Reactor Overload 4- "Reactor to generate more energy, at the cost of over-stressing it."

    • Level Five Astromech Certification: "Level Five Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers)to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Flight Artistry (Master):

    • Level Six Astromech Certification: "Level Six Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."


Imperial (Empire) Navy Pilot:



  • Imperial Pilot Initiate (Novice):

    • Droid Program: Mute Droid/Flight Computer - "Toggles on and off the flight droid or flight computer's auditory feedback mode, giving the pilot some control over how talkative and responsive they are."

    • Level One Astromech Certification: "Level One Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers)to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Astromech Management I: Droid Interface(Tier 1):

    • Droid Program:

      • Engine Overload - One: "Makes engines provide more thrust, but is rather wasteful in energy."

      • Engine Stabilization: "Engine settings to their defaults."

      • Engine Tuning - One: "Engines consume less power, at the cost of a bit less thrust."

      • Weapon Normalization: "Reset the weapon power to defaults."

      • Weapon Overload - One: "Increase weapon performance, at the cost of efficiency and possible system stress."

      • Weapon Tuning - One: "Re-tune the weapons to use less power, at the cost of performance."

    • Level Two Astromech Certification: "Level Two Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Astromech Management II: Reactor Engineering (Tier 2):

    • Droid Program:

      • Engine Overload - Two: "Makes engines provide more thrust, but is rather wasteful in energy."

      • Engine Tuning - Two: "Engines consume less power, at the cost of a bit less thrust."

      • Weapon Overload - Two: "Increase weapon performance, at the cost of efficiency and possible system stress."

      • Weapon Tuning - Two: "Re-tune the weapons to use less power, at the cost of performance."

    • Level Three Astromech Certification: "Level Three Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Astromech Management III: System Balance (Tier 3):

    • Droid Program:

      • Engine Overload - Three: "Makes engines provide more thrust, but is rather wasteful in energy."

      • Engine Tuning - Three: "Engines consume less power, at the cost of a bit less thrust."

      • Weapon Overload - Three: "Increase weapon performance, at the cost of efficiency and possible system stress."

      • Weapon Tuning - Three: "Re-tune the weapons to use less power, at the cost of performance."

    • LevelFour Astromech Certification: "Level Four Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Astromech Management IV: Droid Intelligence (Tier 4):

    • Droid Program:

      • Engine Overload - Four: "Makes engines provide more thrust, but is rather wasteful in energy."

      • Engine Tuning - Four: "Engines consume less power, at the cost of a bit less thrust."

      • Weapon Overload - Four: "Increase weapon performance, at the cost of efficiency and possible system stress."

      • Weapon Tuning - Four: "Re-tune the weapons to use less power, at the cost of performance."

    • Level Five Astromech Certification: "Level Five Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Imperial Pilot Ace (Master):

    • Level Six Astromech Certification: "Level Six Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."


Alliance (Rebel) Starfighter Pilot:



  • Alliance Starfighter Trainee (Novice):

    • Droid Program: Mute Droid/Flight Computer - "Toggles on and off the flight droid or flight computer's auditory feedback mode, giving the pilot some control over how talkative and responsive they are."

    • Level One Astromech Certification: "Level One Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Droid Interface Basics (Tier 1):

    • Droid Program:

      • Shield Front Adjust - Light: "Changes the shield generators to generate stronger front shields than rear."

      • Shield Front Reinforcement - Light: "Divert some of the stored charge from rear shields to front."

      • Shield Rear Adjust - Light: "Changes the shield generators to generate stronger rear shields than front."

      • Shield Rear Reinforcement - Light: "Divert some of the stored charge from front shields to rear."

      • Shields Normalization: "Resets shields back to their defaults."

    • Level Two Astromech Certification: "Level Two Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Reactor Engineering Algorithms (Tier 2):

    • Droid Program:

      • Shield Front Adjust - Moderate: "Changes the shield generators to generate stronger front shields than rear."

      • Shield Front Reinforcement - Moderate: "Divert some of the stored charge from rear shields to front."

      • Shield Rear Adjust - Moderate: "Changes the shield generators to generate stronger rear shields than front."

      • Shield Rear Reinforcement - Moderate: "Divert some of the stored charge from front shields to rear."

    • Level Three Astromech Certification: "Level Three Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • System Balance Programming (Tier 3):

    • Droid Program:

      • Shield Front Adjust - Heavy: "Changes the shield generators to generate stronger front shields than rear."

      • Shield Front Reinforcement - Heavy: "Divert some of the stored charge from rear shields to front."

      • Shield Rear Adjust - Heavy: "Changes the shield generators to generate stronger rear shields than front."

      • Shield Rear Reinforcement - Heavy: "Divert some of the stored charge from front shields to rear."

    • Level Four Astromech Certification: "Level Four Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Droid Intelligence Theory (Tier 4):

    • Droid Program:

      • Shield Front Adjust - Extreme: "Changes the shield generators to generate stronger front shields than rear."

      • Shield Front Reinforcement - Extreme: "Divert some of the stored charge from rear shields to front."

      • Shield Rear Adjust - Extreme: "Changes the shield generators to generate stronger rear shields than front."

      • Shield Rear Reinforcement - Extreme: "Divert some of the stored charge from front shields to rear."

    • Level Five Astromech Certification: "Level Five Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."

  • Rebel Alliance Master Pilot (Master):

    • Level Six Astromech Certification: "Level Six Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."






Droid Craftables - Space Specific:


  • Unprogrammed Droid Command Modules (Complexity -22): Available at Novice DE

    • Module Frame (Copper): 16

    • Contaminent Neutralization Medium (Inert Gas): 10

    • Thermal Shielding (Extrusive Ore): 8

    • Circuit Mounting Unit (Fiberplast): 6

    • Memory Circuit (Electronics Memory Module): 1


  • Ship Component Crafting Module(Complexity -28): Availalbe at Master Droid Engineer

    • Module Frame (Aluminum): 30

    • Data Storage Matrix (Inert Gas): 15

    • Crafting Tools (Metal): 40

    • Experimental Durability:

      • Decay Rate: Shock Resistance -50% / Unit Toughness - 50%

    • Experimental Effectiveness:

      • Mechanism Quality: Conductivity - 50% / Overall Quality - 50%


  • Flight Computers:

    • "v1 Flight Computer" (Complexity -15): Available at Novice DE

      • Primary Frame (Metal): 20

      • Body Shell (Chemical): 15

      • Droid Brain (Metal): 12

      • Engine Unit (Metal): 15

      • Sensor Suite (Metal): 6

    • "v2 Flight Computer" (Complexity -17): Available at Intermediate Droid Blueprints (tier 1)

      • Primary Frame (Metal): 25

      • Body Shell (Chemical): 20

      • Droid Brain (Metal): 17

      • Engine Unit (Metal): 20

      • Sensor Suite (Metal): 11

    • "v3 Flight Computer" (Complexity -19): Available at Advanced Droid Blueprints (tier 2)

      • Primary Frame (Metal): 30

      • Body Shell (Chemical): 25

      • Droid Brain (Metal): 22

      • Engine Unit (Metal): 25

      • Sensor Suite (Metal): 16

    • "v4 Flight Computer" (Complexity -21): Available at Expert Droid Blueprints (tier 3)

      • Primary Frame (Metal): 35

      • Body Shell (Chemical): 30

      • Droid Brain (Metal): 27

      • Engine Unit (Metal): 30

      • Sensor Suite (Metal): 21

    • "v5 Flight Computer" (Complexity -23): Available at Master Droid Blueprints (tier 4)

      • Primary Frame (Metal): 40

      • Body Shell (Chemical): 35

      • Droid Brain (Metal): 32

      • Engine Unit (Metal): 35

      • Sensor Suite (Metal): 26

    • "v6 Flight Computer" (Complexity -25): Available at Master Droid Engineer

      • Primary Frame (Metal): 45

      • Body Shell (Chemical): 40

      • Droid Brain (Metal): 37

      • Engine Unit (Metal): 40

      • Sensor Suite (Metal): 31


  • Droid Data Storage Modules:

    • "Droid Data Storage Level 1"

    • "Droid Data Storage Level 2"

    • "Droid Data Storage Level 3"

    • "Droid Data Storage Level 4"

    • "Droid Data Storage Level 5"

    • "Droid Data Storage Level 6"

Droid Module Level - Ratings table (for # of items stored)

Note: Multiple lower-level Droid Data Modules can be 'stacked' to attain a higher number additively
(i.e. 2 Droid Data Storage Module 4's would 'stack' to give the benefits of 1 Droid Data Storage
Module 6).


Level Module Rating Data Storage (#)


1 1 - 3 20


2 3 - 5 40


3 5 - 7 70


4 7 - 9 110


5 9 - 11 125


6 11 - 13 150




  • Ship-related Droid Components:

    Note:
    The "Droid Interface" component is the 'gate-keeper' to droid-ship association. Without a droid interface component installed in a ship, you cannot associate any droid (or flight computer, depending on what the ship will accept) with that vessel.


    Shipwright:



    • Novice Shipwright:

      • Component Analysis Tool: "This tool is used by Reverse Engineers to analyze starthip components. All looted ship components have a reverse engineering level -- placing that number of identical components in this tool, then using that tool, will result in the creation of a starship component superior in quality to the ones consumed in the process."

      • Droid Interface Repair Kit: "Droid Interface Repair Kit

      • Mark I Droid Interface: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."

    • Core Systems I: Basic Systems

      • Droid Brain Upgrade - Mark I: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."

      • Maintenance Reduction Kit - Mark I: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."

      • Mark II Droid Interface: "Mark II Droid Interface"

    • Core Systems II: Intermediate Ship Devices

      • Droid Brain Upgrade - Mark II: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."

      • Maintenance Reduction Kit - Mark II: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."

      • Mark III Droid Interface: "Mark III Droid Interface"

    • Core Systems III:Heavy Internal Systems

      • Droid Brain Upgrade - Mark III: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."

      • Maintenance Reduction Kit - Mark III: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."

      • Mark IV Droid Interface: "Mark IV Droid Interface"

    • Core Systems IV:Advanced Assembly

      • Droid Brain Upgrade - Mark IV: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."

      • Maintenance Reduction Kit - Mark IV: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."

      • MarkV Droid Interface: "MarkV Droid Interface"

    • Master Shipwright:


      • Droid Brain Upgrade - Mark V: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."

      • Maintenance Reduction Kit - Mark V: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."





also ask anything about JTL here, I will answer you as good as I can




Oupor Crestingrunner - Master Musician, Master Dancer, Master Entertainer, Master Image Designer || Ben-Obi-One Benobi - Novice Pikeman, Novice Medic, Novice Scout || Proud TestCenter Regular || Got into JTL Beta October 4th 2004 || Got into the ROTW Beta April 22, 2005 || Will not rest untill the old forum layout has been restored || Succesfully Co-hosted a player event on March 27th, 2005, with Pex, who dressed up as Bib Fortuna for the occasion in the NU Cantina, TestCenter

LordSwami
Thu Oct 21, 2004 4:26 pm
#5

Nice Work
-myndonos-
Thu Oct 21, 2004 4:29 pm
#6

Awesome guide!
Dibbler
Thu Oct 21, 2004 4:53 pm
#7

I can see what ill be doing at work tomorrow.....reading all this



Eclipse : Nissin
Kerinn
Fri Oct 22, 2004 8:38 am
#8

Awesome work Mapialiakedarom!!

If only the SWG Manuals were as good. (Maybe you should work for them!)

I'm not planning on being a SW, but having the info is sweet and going to greatly assist in all-things ship related. [now to find time to read it all...]
Crelus
Fri Oct 22, 2004 8:43 am
#9

I am sure the actual creators of these guides will probly post them at sometime as well...




Crelus' Fine Resources - Mos Vegas, Tatooine@Tent #18. Also check out my loot vendor!
Crelus' Fine Resources - Brenn, Naboo @ 4N.
Crelus Maximus (Shadowfire)- Master Ranger / Master Heavy Swordsman
Crel's Littehelper (Shadowfire) - Master Musician / Merchant / Politician


LuciusScipio
Fri Oct 22, 2004 9:17 am
#10

Great post. Good combo of guides.



----------------------------------------------------------------------------------------------------------------
Atilius Crydell

Rebel Colonel & Master Commando (Starsider)
Mapialiakedarom
Fri Oct 22, 2004 2:07 pm
#11

/bump... this should be a sticky for all the Shipwright and crafting fans out there!



Oupor Crestingrunner - Master Musician, Master Dancer, Master Entertainer, Master Image Designer || Ben-Obi-One Benobi - Novice Pikeman, Novice Medic, Novice Scout || Proud TestCenter Regular || Got into JTL Beta October 4th 2004 || Got into the ROTW Beta April 22, 2005 || Will not rest untill the old forum layout has been restored || Succesfully Co-hosted a player event on March 27th, 2005, with Pex, who dressed up as Bib Fortuna for the occasion in the NU Cantina, TestCenter

Dolgan
Fri Oct 22, 2004 2:32 pm
#12

/Bumpage Sticky this! Great work
matdabomb
Fri Oct 22, 2004 3:08 pm
#13

/clap

wow long guide will read it tomorrow but jez well done for taking ya time to right this ya must have been bored



Everytime someone complains about SWG a dev kills another JAWA
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