Shipwright Archive
Thread: whose bright idea........
Attempt at a clicky
Message Edited by Slysix on 06-12-2005 08:31 AM
woody4077 wrote:
whose bright idea was it to have the all purpose ship repair kit be craftable by a master ARTISAN(only) when the average artisan has nothing to do with ships after all you are REQUIRED to have novice shipwright in order to make anything associated with starships INCLUDING repair kits which the the all purpose ship repair kit is so why is it only craftable by and artisan it should be moved to noivce shipwright immediately
It's all about balancing the game. The devs have always tried to "sprinkle" some items into the Artisan tree that they felt players would "need". Most of these items consist of consumables. The justification has always been that Artisans need to make a living as well, and yes, there are players that spend some of theirskill points on obtaining some of Artisan or Master Artisan.
Personally, I think it is fine where it is. As a Shipwright you should be focusing on providing your customers with quality components, and an occassional chassis. The paint, texture and repair kits are just gravy.
Slysix wrote:
No one uses repair kits anyways as they decay components too much. Most people use the space station for the partial repair/decay free fix or go to deep space for the decay free fix.
I had an idea but no one seemed to have read it.
Attempt at a clicky
Message Edited by Slysix on 06-12-200508:31 AM
Slysix wrote:
No one uses repair kits anyways as they decay components too much. Most people use the space station for the partial repair/decay free fix or go to deep space for the decay free fix.
I had an idea but no one seemed to have read it.
Attempt at a clicky
Message Edited by Slysix on 06-12-2005 08:31 AM
I am trying to find a post that describes damage vs. decay more fully. However, I do not believe that your chassis/components incur decay unless one of the following events occur:
- You eject from your ship.
- Your ship is destroyed.
- You use an overload 4 droid command on a particular component.
Unfortunately, I am still looking for confirmation of this.
Slysix wrote:
Decay occurs if you repair more then 10 points of damage at one time the componenet. At the cost of 10 percent.
So if you repair 20 points of damage, you decay 2 points.
If you repair 500 pionts of damage, you decay 50 points.
If you repair 9 points of damage, you decay 0.
If you go to deep space and hyper out or get blown up. You decay none and all your components are fixed.
This is useful--thank you. However, decay also occurs if you use overload 4 on a component. In addition, ejecting or destruction have varying affect on your ship and components; however, I do not have specifics.
As for fixing stuff when you use overload lvl 4 commands with no other damage. Go to your station repair "just a little" this fix incurrs no decay (the fix isless then the 10 point decay limit). Repeat. Once the damage remaining is 20 points repair half then repair all.
Just make sure you have only damage of a maximum of 40 for all your components anymoreor thatcomponent will decay with even the "just a little" fix.
I find this method the best when I go out and take no damage other then my armour (I usually replace my armour every week).
It saves me the trip of going out into deep space to get fixed.
I would rather have SWs craft the all purpose repair kit, and give the specific repair kits to master artisan. Only Sws should know how to make a repair kits that fits all components, while an artisan does not have all that knowledge so they would have to craft individual ones.
Slysix and TomoRainer, thanks for the clarifcation. I have been looking high and low all weekend for an authoritative statement regarding decay. There doesn't seem to be anything in any of the stickies in the pilot forum (something you might want to consider adding).
ajag wrote:
I would rather have SWs craft the all purpose repair kit, and give the specific repair kits to master artisan. Only Sws should know how to make a repair kits that fits all components, while an artisan does not have all that knowledge so they would have to craft individual ones.
Why? Are you so hard up for cash that the relatively small revenue from selling these would make a difference? If you want to sell them so bad, why not pick up Master Artisan?
Jagged-F3l wrote:
ajag wrote:
I would rather have SWs craft the all purpose repair kit, and give the specific repair kits to master artisan. Only Sws should know how to make a repair kits that fits all components, while an artisan does not have all that knowledge so they would have to craft individual ones.
Why? Are you so hard up for cash that the relatively small revenue from selling these would make a difference? If you want to sell them so bad, why not pick up Master Artisan?
It has nothing to do with money. One tool that can fix all ship components seem to be more advanced (at least to me) than a tool that fixes just one component. when it comes to ships, a ship wright has more knowledge about ships than a master artisan so it makes sense the SW would makes these intead of the other ones. I do not sell repair tools. However, the other day a friend sent me a tell form kash because he got disconnected whole doing a mission there so when he connected again he was on the ground and his ship was completely disabled. Since she could not launch to fix it at the station, I had to create 1 of each tool to fix her ship. I think it should be easier for master shipwrights to fix ships than lets say a master artisan.