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Thread: A-Wing Blueprints, a missle package, a capacitor and????????
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JinookPhi
Wed Nov 03, 2004 11:34 am
#1
I just bought JTL... the Sorosub is very cool! Although one of my character blew it up by clicking on the escape pod. I sont suggest that! Anyways, here is my question:
A buddy of mine (he is quitting the game due to work) gave me blueprints for an A Wing, plus a capacitor (an actual one, not blue prints) and a missile package. What do I do with these things? I cant seem to use them.
As always, thanks for your help!
Viluin
Wed Nov 03, 2004 11:38 am
#2
Turn in the blueprints at a Chassis dealer, they're inside alot of starports, he'll give you a deed, generate it and put the components in (you may want to buy an engine/reactor too), and fly away!
Vechaljian
Wed Nov 03, 2004 11:40 am
#3
You gotta be certified to use them, It will tell if you are or not when you examine them, if you are good to go, if not bang out some missions and xp get trained up.
JinookPhi
Wed Nov 03, 2004 11:55 am
#4
Are there other components I should look for as well? I mean, beyond what I have listed? Also, any websites or posts that have in depth JTL guidance? Thanks for posts. It is appreciated!
Sigmund
Wed Nov 03, 2004 12:54 pm
#5
yeah, ships have lots of parts and stuff. Once you get the ship built by the npc in the spaceport (costs a bit, and don't bother if you're not cert'd for A-wings!), you'll be able to create it from the deed, and then manage it at a spaceship terminal.
...Come to think of it, if you have never swapped parts on a spaceship before, then you probably havn't gotten as far as being A-wing certified.. but, to get that cert, you'll need to be a rebel pilot, so first thing's first: find a rebel pilot trainer and get your started Z-95 and go from there. Once you get your tier 1 skills you'll be able to: buy a Y-wing blueprint, have that turned into a deed, create and manage parts on that. And also by then you will have looted a fair number of parts for use in your future ship. You'll also notice that each part has a level associated with it, and will tell you if you're certified to use it in your ship (but the system won't let you load an item you can't use).
With that out of the way, here's some things to look forward to in starship management: Ships will have a maximum mass to them- a weight limit if you will, that you must stay under or it don't fly. Now, the parts:
*Reactor: this generates energy- note the amount it generates, this is important. bigger is better. Most other ship components take some of that number- in which case, you want to note that some items use less reactor energy, and that's a good thing to be a low number.
*Engine: uses some reactor energy, and defines how fast your ship turns and flies.
*ARMOR: no use flying without, it just has mass- no reactor drain, and has armor and hit point values. Not sure the differences between the two, but you need armor for front and rear. Suggestion: put the bigger armor on the rear. You won't be tailing many things with a rear gun, or making too many jousting passes at ships, methinks.
*Shields: these do drain from the reactor, and have front &rear shield values. Again, personally I go for either balanced or rear-weighted shields, though a lot are front-weighted. Another important factor is shield recharge rate.
*Capacitor: this is the battery that your weapons drain from. It takes some power from the reactor too. Its capacity and recharge rate are the important factors- you can compare it with the capacitor drain of each shot of the weapon.
*WEAPON: now, I think that weapons take some of the reactor's power too, in addition to the capacitor from each shot. Things to note are the proportion of damage a weapon does to Shields vs Armor. Ion cannons do more to shields, disruptors do more to armor. Standard blasters tend to do equally well against both, and as good as most loot-drop ions or disruptors- that is, I've seen some but not many ion cannons that do better damage against shields than good blasters. Note: refire speed is better if the number is lower, just like guns on the ground game.
*Boosters: optional, but handy. The boost acceleration and max boost are better when bigger. I believe that the max boost is a +% of your top speed, and might be more important than the accelleration to that new top speed.
*Countermeasure launchers, Missile launchers (and their respective ammo), droid interfaces and droids are all pretty much optional, but very useful.
That should give you a lot to look forward to- but I think that by the time you get A-wing certified, you'll already be well familiar with all of this. =)
Find your way to that Rebel Pilot trainer! Good luck, and may the Force be with you.
JinookPhi
Thu Nov 04, 2004 1:03 am
#6
WOW! No thats a response, Sigmund. Are you old enought to remember Sigmund the Sea Monster? I digress. Thanks for the awesome post, it will help a ton and save me a lot of time wandering. Great job on the info!
/salute Sigmund
Cisco-Kid
Sun Nov 21, 2004 5:44 am
#7
Sigmund wrote:
yeah, ships have lots of parts and stuff. Once you get the ship built by the npc in the spaceport (costs a bit, and don't bother if you're not cert'd for A-wings!), you'll be able to create it from the deed, and then manage it at a spaceship terminal.
...Come to think of it, if you have never swapped parts on a spaceship before, then you probably havn't gotten as far as being A-wing certified.. but, to get that cert, you'll need to be a rebel pilot, so first thing's first: find a rebel pilot trainer and get your started Z-95 and go from there. Once you get your tier 1 skills you'll be able to: buy a Y-wing blueprint, have that turned into a deed, create and manage parts on that. And also by then you will have looted a fair number of parts for use in your future ship. You'll also notice that each part has a level associated with it, and will tell you if you're certified to use it in your ship (but the system won't let you load an item you can't use).
With that out of the way, here's some things to look forward to in starship management: Ships will have a maximum mass to them- a weight limit if you will, that you must stay under or it don't fly. Now, the parts:
*Reactor: this generates energy- note the amount it generates, this is important. bigger is better. Most other ship components take some of that number- in which case, you want to note that some items use less reactor energy, and that's a good thing to be a low number.
*Engine: uses some reactor energy, and defines how fast your ship turns and flies.
*ARMOR: no use flying without, it just has mass- no reactor drain, and has armor and hit point values. Not sure the differences between the two, but you need armor for front and rear. Suggestion: put the bigger armor on the rear. You won't be tailing many things with a rear gun, or making too many jousting passes at ships, methinks.
*Shields: these do drain from the reactor, and have front &rear shield values. Again, personally I go for either balanced or rear-weighted shields, though a lot are front-weighted. Another important factor is shield recharge rate.
*Capacitor: this is the battery that your weapons drain from. It takes some power from the reactor too. Its capacity and recharge rate are the important factors- you can compare it with the capacitor drain of each shot of the weapon.
*WEAPON: now, I think that weapons take some of the reactor's power too, in addition to the capacitor from each shot. Things to note are the proportion of damage a weapon does to Shields vs Armor. Ion cannons do more to shields, disruptors do more to armor. Standard blasters tend to do equally well against both, and as good as most loot-drop ions or disruptors- that is, I've seen some but not many ion cannons that do better damage against shields than good blasters. Note: refire speed is better if the number is lower, just like guns on the ground game.
*Boosters: optional, but handy. The boost acceleration and max boost are better when bigger. I believe that the max boost is a +% of your top speed, and might be more important than the accelleration to that new top speed.
*Countermeasure launchers, Missile launchers (and their respective ammo), droid interfaces and droids are all pretty much optional, but very useful.
That should give you a lot to look forward to- but I think that by the time you get A-wing certified, you'll already be well familiar with all of this. =)
Find your way to that Rebel Pilot trainer! Good luck, and may the Force be with you.
Nice response.
/bump
-Cisco
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