Shipwright Archive
Thread: Shipwright Issues/Bugs Nov. 8, 2004
- Crafted components having names truncated
- Crafter Identification being removed
- No "Ships" category for merchants (fixed on TC 11/9/04)
- RE: Need second chance to name if first choice is reserved
- Armor Hitpoints HUD Display
- Armor hitpoints always 100%, useless display.
- Droid Interface:
- Speed rating (delay)goes up with tiers (fixed on TC 11/9/04)
- Highest speed rating chosen when RE'ing level 2 orabove
- RE: Tool with 1 charge left
- can destroy items
- can just expel items
- can make an item but not let you name it
- Bugs with deed generation (random, working on reproduction steps) and redeeding
- Attempting to generate a brokered deed before being certified renders deed permanently unusable (need confirmation)
- Loading missiles from crates empties crate completely even when more than one pack is in crate (need confirmation)
- Weapon schematic calls for OQ/Conductivity but affected greatly by PE. (need more confirmation)
- Ixiyen styles vary in mass (style 1 70k, style 2 80k) (need confirmation)
Minor
- Resource Density on new Ore higher than standard ore cap
- Engine stats being (at least visually) changed upon unloading
- Cert levels not displayed on countermeasures
- Texture kits broken on Black Sun ships
- Shipwright trainer waypoints incorrect
- Booster: Heavy Fuel Cell
- "Experimental Booster Energy Consumption" experimentable, but no value displayed.
ISSUES
Major
- Crafted components inferior to looted components
- Primarily Engines, Boosters, Capacitors
- No difference between an amazing success anda great success, no value changes between them.
- More data from chassis schematics/deeds (ship characteristics)
- Subcomponents not scaling properly with new mass values (since beta)
- e.g. Mark V mass reduction about 3.5k on a 50k mass, better to use lower level component
- Low level reactors ideal, plenty of energy and light
- Reverse Engineering:
- Relax Naming Restrictions
- Leave stats window up while naming
- Some indicator of RE'd status (can be confused with crafted items)
- Components - More understandable decay indicator
- Components - More detailed schematics
- Chassis - Picture of chassis upon examine
- Texture Kit Preview ability
- Condense Texture/PaintKits into "Ship Customization Kit" similar to Vehicle Customization Kit.
- Missile launchers should accept sub-level missiles (e.g. Mark IIIlauncher could fire Mark I missiles)
Minor
- Bring shields in line with weapons (15 exp points)
- Cert/RE level upon mouse-over in inventory.
- Paint kits lost in giant list of components on vendors, only show in base Ship Components category.
- IFF/EMM chaff packs only 8 per pack experimented fully.
- Ability to "Virtually" load ship to test mass/energy limits while shopping in player cities.
PENDING (subject to poll results):
- Increased Factory Support
- Player City Shipwright Trainers
- Shipwright XP not convertable to Force XP
- Decay
- Mark V mass too high
- Player City Starport or Spaceship terminal
- Droid Interface is in Shipwright, why not Flight Computer? Or move DI to DE? Seems backwards.
- Experimentation not significant enough
- Chassis - Resource quality not significant
I've also included here an item attribute/experiment pass that i feel should be done on our items. This is part of my list from beta. Most of the things I mentioned were fixed (like Chassis formerly being dependent on OQ/Conductivity) but I feel a few outstanding issues remain. Feel free to agree/disagree.
-
Item attribute/experiment pass -
Consider a item-wide consolidation of the experimentation lines of Armor Hitpoints and Hitpoints -
Could free up some points and reduce the high number of different experimental attributes on items such as engines. -
Not suggesting removal of categories, but only in experimentation - like a Durability line. -
Booster Extended Life/Fast Recharge/Heavy Fuel Cells -
Trade-offsnot significant. They generally even out. Instead, consider: -
Fast Recharge: Increases rate at which booster recharges, but increases energy maintenance. -
Heavy Fuel Cell: Increases maximum energy a booster can store, but increases energy maintenance. -
Most people will pick Booster Overdriver over all the rest anyway, I think. So perhaps an opposite to the overdriver. -
Booster Limiter: Reduces the mass of the booster(which is pretty high to begin with) but lowers maximum speed/accel. -
Capacitor Extended Life/Quick Recharge Batteries -
Similar to Booster components, consider: -
Quick Recharge: Increases recharge rate at cost of energy maintenance. -
Light Battery: Decreases mass but decreases recharge rate -
Engines -
Limiter/Mass Reduction Kit -
Consider switching the effects of these. Mass reduction is more 'critical' than energy maintenance (its easier to find high end reactors via loot/good crafters, than it is to find a higher chassis ship), therefore mass reduction should have a more significant drawback. Speed/accel/decel are key. -
Engine Experiment Options -
There are quite a few experimental categories in making an engine, so consider: -
Merging Accel/Decel. -
Experimenting on Pitch/Yaw/Roll yield very low improvements. -
Consider increasing this a bit to save some points. WIth my current Mark III, 7 points into pitch only increases it from 45.1 to 51.7. Similar results even on Mark V, each point in experiment yields about 1 point in rates. -
Missiles -
Missile pack resource requirements seem high. Perhaps it is intended to be this way, but 2000 steel for only 14 Mark III Concussion missiles seems high. -
Consider adding UT to experimental attributes. -
Reactors -
Consider adding PE to experimental attributes on Reactors. -
Shield Limiter/Overcharger -
Similar to Booster/Capacitor subcomponent paradoxical benefits. Consider: -
Shield Limiter: Decreases shield hit points but reduces mass. -
Shield Overcharger: Increases shield hit points, but increases mass. -
Possibly replace both with recharge rate instead of effectiveness. -
Weapons -
Some inconsistencies in attributes on energy weapons: -
Min damage uses PE, but max damage uses Conduc... -
Mass only uses OQ -
Max Damage/Min Damage Intensifiers -
Seem to not have much benefit as the average stays the same. Consider: -
Max or Min Damage Intensifier: Increases max or min damage but increases capacitor energy per shot -
Max or Min Damage Intensifier: Increases max or min damage but increases refire rate
Message Edited by styx66 on 11-09-2004 02:47 PM
Message Edited by styx66 on 11-09-2004 04:57 PM
styx66 wrote:
- Engines
- Engine Experiment Options
There are quite a few experimental categories in making an engine, so consider:
Merging Accel/Decel.
Experimenting on Pitch/Yaw/Roll yield very low improvements.
Consider increasing this a bit to save some points. WIth my current Mark III, 7 points into pitch only increases it from 45.1 to 51.7. Similar results even on Mark V, each point in experiment yields about 1 point in rates.
Br-10n wrote:
styx66 wrote:
- Engines
- Engine Experiment Options
There are quite a few experimental categories in making an engine, so consider:
Merging Accel/Decel.
Experimenting on Pitch/Yaw/Roll yield very low improvements.
Consider increasing this a bit to save some points. WIth my current Mark III, 7 points into pitch only increases it from 45.1 to 51.7. Similar results even on Mark V, each point in experiment yields about 1 point in rates.
They should really merge Pitch/Yaw/Roll into one line as well. How many people are going to ask for an engine that "rolls-like a son-of-a-gun, but won't turn"?
styx66 wrote:
BUGS
Minor
- Resource Density on new Ore
Can you elaborate on this?
styx66 wrote:
ISSUES
Minor
- IFF/EMM chaff packs only 8 per pack experimented fully.
From experience, I can verify that experimenting on the ammunition count of any counter-measure or missle packs does not change the ammunition count.
GoodAshe wrote:
Decimator blueprints are showing over 5 million mass. Bug or intended?
- Equipment factories that were placed BEFORE Pub 11 went live will NOT allow you to make Starship components. (I have not tested redeeding and re-placing)
- All-Purpose Repair Tool (Artisan item, but including here anyway) only works with a GENERIC craft tool. Needs to work with a General/Weapon tool so we can experiment.
- When an Analysis Tool runs out of charges, the very last item that you RE does not give you an option to rename it.
- The Mark I Shield Generator says "Mark I Shield Generator" whereas ALL the other ones have the word "Deflector" in their name. Just needs to have typo fixed.
- The wording for the description of an Analysis Tool when you examine it is stated incorrectly. It states that you must have IDENTICAL components, when you actually only need SIMILAR components. (NOTE: The in game holocron/knowledgebase has the CORRECT data, and can simply be copy/pasted into the description for the tool)
- Reactors have very little Generation Rate increase compared to the relative amount of Mass increas for each tier.
styx66 wrote:Chassis - Resource quality not significant
The way it is current IMO is good. Chassis take up so much resources as it is that requiring decent resources to get a good chassis would require shipwrights to jack up their prices accordingly to still make profit. Doing this would make reasonable quality ship chassis far too expensive for players, especially considering the current decay rate.
Jagged-F3l wrote:
styx66 wrote:
BUGS
Minor
- Resource Density on new Ore
Can you elaborate on this?
Seconded. Are people complaining because it's possible to find the new ore in very high densities but not any of the old ores? PLEASE don't fix this, I like it just the way it is. ![]()
Falin