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Thread: How to Grind Master Shipwright in an HOUR
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RozhlokLightningskull
Fri Oct 22, 2004 8:44 am
#1
This was information ripped from the beta forums, but, I forgot where I got it from.So sorry for not being able to give proper credit on this one.
Here is the information:
Chassis to craft (in practice mode)
16 - Z-95s
13 -Y-Wings
13 - Y-Wings (longbow)
10 - X-Wings
56 - A-Wings
13 -Y-Wings
13 - Y-Wings (longbow)
10 - X-Wings
56 - A-Wings
108 in total
Resources needed
2.3 million steel
0.589 million alum
1.1 million ore
0.589 million inert petro
0.547 million iron
0.547 million fiberplast
5.672 million in total
0.589 million alum
1.1 million ore
0.589 million inert petro
0.547 million iron
0.547 million fiberplast
5.672 million in total
GrekoMoobybah
Fri Oct 22, 2004 8:46 am
#2
RozhlokLightningskull wrote:
This was information ripped from the beta forums, but, I forgot where I got it from.So sorry for not being able to give proper credit on this one.
Here is the information:
Chassis to craft (in practice mode)
16 - Z-95s
13 -Y-Wings
13 - Y-Wings (longbow)
10 - X-Wings
56 - A-Wings
108 in total
Resources needed
2.3 million steel
0.589 million alum
1.1 million ore
0.589 million inert petro
0.547 million iron
0.547 million fiberplast
5.672 million in total
MyT_Chicken
Fri Oct 22, 2004 8:49 am
#3
Yeah its pretty much the case with all crafting professions...if you have the resources you can master it. Only thing is, theres not going to be people ready to use Master Level stuff for a week or so. So to rush in making master SW wouldn't make much sense.
the SW profession is almost the same as Architect. Use a ton of resources = more XP = Less time to master.
But SW has a ton of experimental items....to be a good SW you gotta learn what the people want....and get the resources for it.
But mastering SW is not difficult, but if your power grind, your gonna hurt yourself later, because you wont know what everything does.
Crelus
Fri Oct 22, 2004 9:03 am
#4
Your also going to need a player crafted Ship crafting station to do this, as you can't make anything but the low level ships on the public ones.
Dodd
Fri Oct 22, 2004 9:25 am
#6
If you know any good crafters (particularly and especially architects) already out there, partner up with them. Sometimes a player economy doesn't always work in terms of credits, a bartering system will also work just as effectively.
I submitted a business proposition to an architect in my town to "rent" some heavy harvesters for 2 weeks. In return, I offered her my commitment for free starship goods and components for her and her alts. I now have access to virtually many harvesters as I will ever need, my only limitation is player lots. I have about 15 lots available atm between my main and my alt, and have put a request out to my guild for more. I have begun placing harvesters last night, will place them all by tonight as soon as I have finished finding decent spawns.
Mind you, I have no illusions that I will grind the prof in an hour on Oct 27th. Judging if I was able to pull at least 15K of steel per day, per harvester, it would take me roughly at least 10 days before I would have enough steel to grind. And that's not including all the other resources.
And also, it is important to note that my whole mining operation will have to be funded, which means my combat alt will be solo grouping on Dantooine for the next week or so.
My own opinion on the matter is that if you can immediately grind at least till level 2 chassis, and then go up the experimentation tree, it will be at least a few days till even powergamers will level up far enough in the Pilot professions to be able to use higher level chassis and components. Which gives you time - if not to grind - to at least be able to accumulate enough resources to do so when you are ready.
Shipwright is a good profession. I myself have tried other crafting profs, and gave up on them. But Shipwright is different IMHO...but judge for yourself...
I submitted a business proposition to an architect in my town to "rent" some heavy harvesters for 2 weeks. In return, I offered her my commitment for free starship goods and components for her and her alts. I now have access to virtually many harvesters as I will ever need, my only limitation is player lots. I have about 15 lots available atm between my main and my alt, and have put a request out to my guild for more. I have begun placing harvesters last night, will place them all by tonight as soon as I have finished finding decent spawns.
Mind you, I have no illusions that I will grind the prof in an hour on Oct 27th. Judging if I was able to pull at least 15K of steel per day, per harvester, it would take me roughly at least 10 days before I would have enough steel to grind. And that's not including all the other resources.
And also, it is important to note that my whole mining operation will have to be funded, which means my combat alt will be solo grouping on Dantooine for the next week or so.
My own opinion on the matter is that if you can immediately grind at least till level 2 chassis, and then go up the experimentation tree, it will be at least a few days till even powergamers will level up far enough in the Pilot professions to be able to use higher level chassis and components. Which gives you time - if not to grind - to at least be able to accumulate enough resources to do so when you are ready.
Shipwright is a good profession. I myself have tried other crafting profs, and gave up on them. But Shipwright is different IMHO...but judge for yourself...
Slochini
Fri Oct 22, 2004 9:42 am
#7
It almost sounds like you guys didn't see this coming. I, on the other hand did. I have those 6mil resources and more ready to burn through. I have my private station (I made it last night) and I have my crafting house about 150m from where my city trainer will be. True, the high end stuff won't be needed for quite sometime but when people come looking...Ill be fully stocked. I'll have variations on all the parts experimented for specific tasks. I'll have a TON of repair/piantkits on my vendor the first day. If nothing else, people will burn through a TON of those (repair kits). SW is not a profession for the weak of heart/mind. You'll have to bust your arss for a LONG TIME to get established in the trade. It will be a sprint to master but a marathon to see who raises from the ashes of all the failed SWs.
The benefit from mastering quickly will be the ability to provide upgraded components the moment they are needed. If you supply things that no one else has you'll have a repeat customer. That's what makes a business successful.
RozhlokLightningskull
Fri Oct 22, 2004 9:58 am
#8
Exactly. Another benefit to mastering quickly is receiving the full 15 points of experimentation that MSW gets. There are a lot of experimentation points on components and there's a LOT of decisions to make on each item on how to spend those points.
Slochini wrote:
The benefit from mastering quickly will be the ability to provide upgraded components the moment they are needed. If you supply things that no one else has you'll have a repeat customer. That's what makes a business successful.
GotEgg
Fri Oct 22, 2004 10:15 am
#9
RozhlokLightningskull wrote:Exactly. Another benefit to mastering quickly is receiving the full 15 points of experimentation that MSW gets. There are a lot of experimentation points on components and there's a LOT of decisions to make on each item on how to spend those points.
Slochini wrote:The benefit from mastering quickly will be the ability to provide upgraded components the moment they are needed. If you supply things that no one else has you'll have a repeat customer. That's what makes a business successful.
Note that the 15 experimentation points only applies to ship components, and i think sub-components too. It does not apply to chasis blueprints.
This is because (as said above) there are LOTS of lines that can be experimented.
RozhlokLightningskull
Fri Oct 22, 2004 10:18 am
#10
GotEgg wrote:
RozhlokLightningskull wrote:
Exactly. Another benefit to mastering quickly is receiving the full 15 points of experimentation that MSW gets. There are a lot of experimentation points on components and there's a LOT of decisions to make on each item on how to spend those points.
Slochini wrote:
The benefit from mastering quickly will be the ability to provide upgraded components the moment they are needed. If you supply things that no one else has you'll have a repeat customer. That's what makes a business successful.
Note that the 15 experimentation points only applies to ship components, and i think sub-components too. It does not apply to chasis blueprints.
This is because (as said above) there are LOTS of lines that can be experimented.
This is true. But, chassis only have two properties to experment on (mass and hitpoints) and you can max them both out easily with the 10 points they give you for it. ![]()
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