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Thread: Some Novice Shipwright Info
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Mattrekie
Thu Oct 21, 2004 5:35 pm
#1
Novice Shipwright Schematics:
Z-95, TIE Light Duty Fighter, Scyk Light Fighter (Styles 1+2) Chassis
2k Steel
1k Aluminum
1k Low Grade Ore
1k Inert Petrochemical
Experimental Properties:
Max Total Mass, Max Hitpoints:
50% OQ
50% Conductivity
Exp(Practice): 1312
Need to bring chassis to Chassis Dealer in Starport, who makes into a deed for a price (Novice ships require 10k credits)
Mark I Durasteel Plating(Ship Needs 2)
50 Aluminum
50 Steel
50 Ore
50 Inert Petrochemical
1 (Optional) Mark I or lower Armor Upgrade)
Experimental Properties:
All:
50% UT
25% Heat Res.
25% OQ
Exp(Practice): 52
Mark I Booster:
50 Steel
50 Aluminum
50 Ore
50 Liquid Petrochem Fuel
1(optional) Mark I or lower Booster upgrade
Experimental Properties:
Armor, HP, Mass:
33% OQ
66% UT
Booster Acceleration, Energy Consumption Energy,
Recharge Rate, Speed
25% Conductivity
25% OQ
50% PE
Energy Maintenance:
33% OQ
66% PE
Exp(Practice)52
Mark I Weapons Capacitator:
50 Steel
50 Copper
50 Inert Gas
50 Ore
1(Optional) Mark I or lower Capacitator Upgrade
Experimental Properties:
Max Energy, Energy Maintenance, Recharge Rate:
66% Conductivity
33% OQ
Armor, Hitpoints ,Mass
33% OQ
66% UT
Exp(Practice) 52
Mark I Droid Interface
50 Steel
50 Fiberplast
50 Copper
50 Ore
1 (Optional) Mark I or lower Droid Interface upgrade
Experimental Properties:
Hitpoints,Mass:
33% OQ
66% UT
Armor
50% OQ
50% UT
Energy Maintenance:
50% OQ
50% Conductivity
Droid Command Speed
33% Conductivity
33% OQ
33% SR
Exp(Practice)52
Mark I Starfighter Engine
50 Steel
50 Radioactive
50 Iron
50 Aluminum
1(Optional) Mark I or Lower Engine Upgrade
Experimental Properties:
Armor, Hitpoints, Mass
25% OQ
75% UT
Engine Pitch, Roll, Yaw, Speed
33% OQ
33% Conductivity
33% PE
Energy Maintenance
66% Conductivity
33% OQ
Exp(Practice):52
Mark I Fusion Reactor
50 Steel
50 Copper
50 Radioactive
50 Inert Gas
1(Optional) Mark I or Lower Reactor upgrade
Experimental Properties
Armor
50% OQ
50% UT
Energy Generation
50% Conductivity
50% OQ
Mass, Hitpoints
33% OQ
66% UT
Exp(Practice) 52
Mark I Shield Generator
50 Steel
50 Reactive Gas
50 Aluminum
50 Silicastic Ore
1(Optional) Mark I or lower Shield upgrade
Experimental Properties
Armor, Hitpoints, Mass
33% OQ
66% UT
Shield Front+ Back Hitpoints, Shield Recharge Rate
33% Conductivity
33% OQ
33% SR
Energy Maintenance
33% Conductivity
66% OQ
Exp(Practice) 52
Weapons:
Light Blaster(equal damage)
Light Disruptor(+Armor –Shields)
Light Ion Cannon(+Shields –Armor)- My favorite
50 Steel
50 Radioactive
50 Inert Gas
50 Carbonate Ore
1(Optional) Mark I or lower weapon upgrade
Experimental Properties:
Armor Effectiveness, Minimum Damage,
Energy/Shot, Shield Effectiveness
50% OQ
50% PE
Armor
33% OQ
66% UT
Max Damage, Energy Maintenance,
Refire Rate, Hitpoints
50% Conductivity
50% OQ
Exp(Practice)52
Secondary(ammo required) Weapons
Chaff Launcher (prevent incoming missiles)
150 Steel
50 Radioactive
Experimental Properties:
Armor Hitpoints Mass
50% OQ
50% PE
Energy Maintenance
50% Conductivity
50% OQ
Exp(practice)52
Chaff Pack(ammo)
75 Steel
25 Metal
Experimental Properties
Max Ammo, Max Effectiveness
Min Effectiveness, Fire Rate
50% Conductivity
50% OQ
Exp(Practice)26
Mark I Proton Launcher
150 Steel
50 Aluminum
Experimental Properties:
Armor, Energy Maintenance, Mass
50% OQ
50% PE
Hitpoints
50% Conductivity 50% OQ
Mark I Proton Missile Pack
75 Steel
25 Radioactive
Experimental Properties:
Max Ammo, Max Damage,
Min Damage, Fire Rate
Armor Effectiveness
50% Conductivity
50% OQ
Exp(Practice)26
Other
All Repair Kits
60 Steel
50 Fiberplast
Experimental Properties
Repair Charges
25% Conductivity
75% OQ
Exp(Practice)33
Starship Texture Kit Style 1+2
50 Steel
125 Inert Petrochem
No Experimental Properties
Exp(Practice)46
Component Analysis Tool(Make looted parts usable)
50 Steel Experimental Properties: Repair Charges
15 Chemical 50% Conductivity 50% OQ Exp(Practice)23
General Shipwright Info:
Novice:30000 GC Exp
Tier 1 Skills: 20000 Starship Crafting Exp
Tier 2 Skills:50k SSC Exp
Tier 3 Skills:100k SSC Exp
Tier 4 Skills:150k SSC Exp
Trainers located in entry section of Starport
Requires Engineering IV
Paint Kits craftable higher up
Texture Kit: Switch Colors
For example
Scyk Light Fighter Main Color Brown, Other Color: Maroon
It switches to Main Color Maroon Other Color Brown
Each Ship part(engine, weapons,etc.) has its own assembly and experimentation modifier
Sullustans and Ithorians bonuses:
Sullustans:
+10 Engine Assembly
+10 Booster Assembly
+10 Weapons Systems(Assembly)
+10 Trapping
+10 Creature Harvesting
Ithorian:
+10 Defense vs. Dizzy
+10 Defense vs. Stun
+10 Creature Taming Bonus
+10 Melee Defense
+10 Chassis Assembly
+10 Power Systems
+10 Shields Assembly
+10 Advanced Assembly
Z-95, TIE Light Duty Fighter, Scyk Light Fighter (Styles 1+2) Chassis
2k Steel
1k Aluminum
1k Low Grade Ore
1k Inert Petrochemical
Experimental Properties:
Max Total Mass, Max Hitpoints:
50% OQ
50% Conductivity
Exp(Practice): 1312
Need to bring chassis to Chassis Dealer in Starport, who makes into a deed for a price (Novice ships require 10k credits)
Mark I Durasteel Plating(Ship Needs 2)
50 Aluminum
50 Steel
50 Ore
50 Inert Petrochemical
1 (Optional) Mark I or lower Armor Upgrade)
Experimental Properties:
All:
50% UT
25% Heat Res.
25% OQ
Exp(Practice): 52
Mark I Booster:
50 Steel
50 Aluminum
50 Ore
50 Liquid Petrochem Fuel
1(optional) Mark I or lower Booster upgrade
Experimental Properties:
Armor, HP, Mass:
33% OQ
66% UT
Booster Acceleration, Energy Consumption Energy,
Recharge Rate, Speed
25% Conductivity
25% OQ
50% PE
Energy Maintenance:
33% OQ
66% PE
Exp(Practice)52
Mark I Weapons Capacitator:
50 Steel
50 Copper
50 Inert Gas
50 Ore
1(Optional) Mark I or lower Capacitator Upgrade
Experimental Properties:
Max Energy, Energy Maintenance, Recharge Rate:
66% Conductivity
33% OQ
Armor, Hitpoints ,Mass
33% OQ
66% UT
Exp(Practice) 52
Mark I Droid Interface
50 Steel
50 Fiberplast
50 Copper
50 Ore
1 (Optional) Mark I or lower Droid Interface upgrade
Experimental Properties:
Hitpoints,Mass:
33% OQ
66% UT
Armor
50% OQ
50% UT
Energy Maintenance:
50% OQ
50% Conductivity
Droid Command Speed
33% Conductivity
33% OQ
33% SR
Exp(Practice)52
Mark I Starfighter Engine
50 Steel
50 Radioactive
50 Iron
50 Aluminum
1(Optional) Mark I or Lower Engine Upgrade
Experimental Properties:
Armor, Hitpoints, Mass
25% OQ
75% UT
Engine Pitch, Roll, Yaw, Speed
33% OQ
33% Conductivity
33% PE
Energy Maintenance
66% Conductivity
33% OQ
Exp(Practice):52
Mark I Fusion Reactor
50 Steel
50 Copper
50 Radioactive
50 Inert Gas
1(Optional) Mark I or Lower Reactor upgrade
Experimental Properties
Armor
50% OQ
50% UT
Energy Generation
50% Conductivity
50% OQ
Mass, Hitpoints
33% OQ
66% UT
Exp(Practice) 52
Mark I Shield Generator
50 Steel
50 Reactive Gas
50 Aluminum
50 Silicastic Ore
1(Optional) Mark I or lower Shield upgrade
Experimental Properties
Armor, Hitpoints, Mass
33% OQ
66% UT
Shield Front+ Back Hitpoints, Shield Recharge Rate
33% Conductivity
33% OQ
33% SR
Energy Maintenance
33% Conductivity
66% OQ
Exp(Practice) 52
Weapons:
Light Blaster(equal damage)
Light Disruptor(+Armor –Shields)
Light Ion Cannon(+Shields –Armor)- My favorite
50 Steel
50 Radioactive
50 Inert Gas
50 Carbonate Ore
1(Optional) Mark I or lower weapon upgrade
Experimental Properties:
Armor Effectiveness, Minimum Damage,
Energy/Shot, Shield Effectiveness
50% OQ
50% PE
Armor
33% OQ
66% UT
Max Damage, Energy Maintenance,
Refire Rate, Hitpoints
50% Conductivity
50% OQ
Exp(Practice)52
Secondary(ammo required) Weapons
Chaff Launcher (prevent incoming missiles)
150 Steel
50 Radioactive
Experimental Properties:
Armor Hitpoints Mass
50% OQ
50% PE
Energy Maintenance
50% Conductivity
50% OQ
Exp(practice)52
Chaff Pack(ammo)
75 Steel
25 Metal
Experimental Properties
Max Ammo, Max Effectiveness
Min Effectiveness, Fire Rate
50% Conductivity
50% OQ
Exp(Practice)26
Mark I Proton Launcher
150 Steel
50 Aluminum
Experimental Properties:
Armor, Energy Maintenance, Mass
50% OQ
50% PE
Hitpoints
50% Conductivity 50% OQ
Mark I Proton Missile Pack
75 Steel
25 Radioactive
Experimental Properties:
Max Ammo, Max Damage,
Min Damage, Fire Rate
Armor Effectiveness
50% Conductivity
50% OQ
Exp(Practice)26
Other
All Repair Kits
60 Steel
50 Fiberplast
Experimental Properties
Repair Charges
25% Conductivity
75% OQ
Exp(Practice)33
Starship Texture Kit Style 1+2
50 Steel
125 Inert Petrochem
No Experimental Properties
Exp(Practice)46
Component Analysis Tool(Make looted parts usable)
50 Steel Experimental Properties: Repair Charges
15 Chemical 50% Conductivity 50% OQ Exp(Practice)23
General Shipwright Info:
Novice:30000 GC Exp
Tier 1 Skills: 20000 Starship Crafting Exp
Tier 2 Skills:50k SSC Exp
Tier 3 Skills:100k SSC Exp
Tier 4 Skills:150k SSC Exp
Trainers located in entry section of Starport
Requires Engineering IV
Paint Kits craftable higher up
Texture Kit: Switch Colors
For example
Scyk Light Fighter Main Color Brown, Other Color: Maroon
It switches to Main Color Maroon Other Color Brown
Each Ship part(engine, weapons,etc.) has its own assembly and experimentation modifier
Sullustans and Ithorians bonuses:
Sullustans:
+10 Engine Assembly
+10 Booster Assembly
+10 Weapons Systems(Assembly)
+10 Trapping
+10 Creature Harvesting
Ithorian:
+10 Defense vs. Dizzy
+10 Defense vs. Stun
+10 Creature Taming Bonus
+10 Melee Defense
+10 Chassis Assembly
+10 Power Systems
+10 Shields Assembly
+10 Advanced Assembly
Entropy14
Fri Oct 22, 2004 1:27 am
#4
Other then giving you a better chance at not failing and great results, does assembly really make that big of a difference ???
Especially with the current foods out ?
Red-Dwarf
Fri Oct 22, 2004 1:11 pm
#6
Be patient, there is an **Official**shipwright guide currently cooking. I'm not going to say by who (not me) so no mass PM's. It is an incredible guide that you must read.
FD_Pilot
Fri Oct 22, 2004 1:31 pm
#7
This is the old holo-grinder in me asking...
So it will take 976 successful chassis to master?
1,100 counting failures (being generous with the failures).
2.2 mil steel
1.1 mil aluminum
1.1 mil low grade ore
1.1 mil inert petro chem
Entropy14
Fri Oct 22, 2004 1:39 pm
#8
thanks red dawn, well jsut sort of looking for them now , so i dont want to miss any and have to repull down a harvester decided to put 2 on.......but ill wait for this guide.
Slochini
Fri Oct 22, 2004 2:05 pm
#9
If you change chasis are you move up its less crafting but big bumps in resource usage. You can actualy master in about 70 minutes. There's another threaed around here that details the path.
FD_Pilot wrote:
This is the old holo-grinder in me asking...
So it will take 976 successful chassis to master?
1,100 counting failures (being generous with the failures).
2.2 mil steel
1.1 mil aluminum
1.1 mil low grade ore
1.1 mil inert petro chem
Entropy14
Sat Oct 23, 2004 12:58 am
#11
Anyone have a list of all the new resources needed for shipbuilding ??
So far I do believe there is
Perovsitic Aluminum
Hardened Arveshium Steel
Crystallized Bicorbantium Steel
Conductive Borcarbitic Copper
Gravitonic Fiberplast
High Grade Polymetric Radioactive
Can anyone add to this list or show me a thread or URL with a complete list, thanks 
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