Shipwright Archive

Thread: Shipwright Profession Issues August 2005

IIscandar
Tue May 10, 2005 9:24 am
#1



Greetings Shipwrights,


Welcome to the continuing State of the Shipwright Profession thread. This thread deals with current shipwright issues.




Thanks!


IIscandar







Report on the state of the Shipwright Profession




The data in this report was compiled using input from Shipwrights across the galaxies. In many cases it includes positive and negative feedback on a particular subject. At the end of each negative is a suggestion to resolve the issue.


What players like about the shipwright profession:





Customer Interaction




  • The number one positive comment involved customer interaction. Shipwrights expressed great satisfaction with the process of determining a pilot’s needs and then crafting components to meet them.



Custom Component Design



  • The amount of customization in the crafting of starship components was the number two positive comment. Shipwrights find the ability to tune stats to a specific purpose such as rapid fire or high damage very appealing and rewarding.



Reverse Engineering






  • Shipwrights enjoy the “puzzle” aspect of reverse engineering. Searching for a component with the stat they want to increase is challenging and the end result can provide the best components in the game.

The Grind






  • The large resource requirement to master shipwright is a positive to many who feel it encourages less competition and more of a sense of accomplishment.


  • The time to master shipwright can be spent either by gathering resources ahead of time so the actual experience gain time will be short, or it can be spent crafting over a long period of time gathering resources along the way.


  • Shipwrights enjoy the complexity of the profession. Although the stat requirements can seem over whelming, many feel this too adds to the sense of accomplishment.


  • Due to the disproportionate difference in resource quality effect between chassis and components, chassis created during the grind have a good chance of being sold.



Lack of 100% Factory Support




  • Since most items are hand crafted this sets the shipwright apart as more of a “craftsman” profession with less focus on mass production.



No force sensitive point conversion




  • Some shipwrights prefer that the “jedi” portion of the game not be involved with shipwright at all.



Looted Components




  • Shipwrights can supplement income from crafted components by collecting/selling or buying/selling looted components to pilots.


  • Gives pilots an item they can sell to shipwrights to earn credits they can then spend on new components or ships.



What players dislike about Shipwright:



Lack of 100% Factory Support





  • With factors such as large resource requirement to master, high inventory costs, and the requirement to hand craft most items, the demand for high quality crafted components is very healthy. Due to this demand, keeping a successful shipwright vendor stocked is a daunting task. Some shipwrights spend hours a day doing nothing but crafting for the weekend rush.


  • Discourages shipwrights who want to be successful from spending time playing additional professions.


  • Shipwrights wish they could replicate items that have 2 or more “amazing” successes.


  • Suggestion: Allow for the creation of limited schematics for completed assemblies. If a shipwright has amazing success at experimenting on a blaster for instance, they could be allowed to make a run of 10 of that item. This would require a factory made crate of whatever sub component was used so the stats would be identical. This ability to create factory schematics could be tied to shipwright boxes (2count per tier and 2 for master 10 total), or it could be a “master only” ability.




Unable to view or work on another player’s ship




  • Shipwrights often find themselves in an instructional role when working with players. Many questions must be asked to determine what a pilot is actually able to put in a ship. Mass of chassis, mass in use, mass of parts to be replaced, max reactor generation, energy drain of components to be replaced are some of the items you must know. If a pilot just wants to see if you can do better than their current components a complete rundown of the pilot’s parts must be done in chat. Mass and other calculations must be done out of game on paper or in a spreadsheet.


  • Suggestion 1: Create an interface between the shipwright and the pilot’s datapad view of the starship or a trade type window that lists chassis & component stats. At a minimum this would allow a shipwright to view the current stats of a pilot’s starship and components. Many calculations would still need to be done by hand, but this would eliminate the 100 questions session just to determine the starting point.


  • Suggestion 2: Create a starship customization terminal that can be placed in a shipwrights shop. The starship still resides at starport but this special terminal is an interface with the starport’s ship terminal. It would allow a pilot to grant a shipwright the ability to customize the ship much as an ID window works. The shipwright can remove and replace components and when both are satisfied, the pilot pays and they both accept the changes. Any components removed are transferred to the pilot’s inventory. If the pilot’s inventory is too full, the transaction will not be allowed to complete. In the event of this failure, the added items return to the shipwright’s inventory.


  • Suggestion 3: Create a Starship Hanger structure. This special building would allow a player’s ship to be worked on in a traditional monkey wrench kind of way. This might be difficult with the larger ships such as YT-1300, but could be possible. It would need to be the size of a generic guildhall with both floors above ground and opened as one giant space. Not only would this allow the same interaction with the pilot’s ship as a terminal, but would also grant both the shipwright and the pilot the ability to see the ship on the ground. This would also allow for a very starwarsy walk around your ship experience. It could also provide a preview of texture kits, and or paint kits. These buildings could have a high storage limit (500 – 1000) items and a “master shipwright” only requirement. When a shipwright is present in their hanger, they can register on the planetary map as open for business. Players could see right away where to go to have their ships customized.


  • Suggestion 4: Create a Starship Repair station/ship. This slow moving station would be a POB ship that only a master shipwright(tier 3 pilot or below)could fly. It would have a bridge, stateroom, observation room, and a huge hanger that takes up the rest of the ship. Large enough to fit a YT-1300 in the hold, it would provide a place for pilots to get their ships repaired, upgraded, and painted. If a ship big enough to hold a YT-1300 proves too large, then some sort of docking mechanism (robotic arms and stablizing supports) could be a part of the master shipwright ship. Given the size of the Y-8, a docking mechanism might be the only way to service that ship.



Players unable to view what a chassis looks like before purchasing




  • Playersare unable see what a given chassis will look like before they buy and generate it. They must leave the game and view pictures of the ships on the web to decide what they want or just hope for the best on what the different styles look like.


  • Suggestion 1: Add artwork to the Chassis Blueprint object that shows the ship it will create. This could be a "model" of the ship or a "picture". Either way it would convey the future look of the blueprint once turned into a chassis. The icon for the blueprint could stay the same except in the trade window or vendor window.


  • Suggestion 2: Create a new painting that shows all the ship chassis and their different styles. This could be one giant painting that has all the ships, or one for each faction. Not only would this allow a player to see what the ships look like in game before buying them, but would also add a nice new item for shipwrights to seek out from other players.

No Force sensitive point conversion




  • Many shipwrights feel they should be able to convert shipwright experience to force crafting experience. It is the only crafting profession that does not allow for conversion.

  • Suggestion: Allow point conversion or advise the shipwright community as to why the final decision was made to not allow it.

Using Deep Space to minimize decay to starship components during repairs




  • There are many confirmed cases of Pilots PVP or PVE'ing in sectors other than deep space, travelling to deep space and using that sector to repair with. Rather than the full decay that would take place on these components with a full repair at a regular station, these pilots are only receiving the decay from 25% repairs so they can then travel to deep space to repair the rest. While no decay for deep spacewas a solution to encourage pvp, it does not seem that it was intended to bypass the normal repair process for combat in other sectors. This is having an effect on business from Master pilots who can go much longer than intended without replacing components due to repair decay.


  • Suggestion 1: Modify deep space to only allow damage from death in that system to be repaired without decay. Any damage a ship has when it enters deep space will not be repairable without decay.


  • Suggestion 2: Modify deep space so that only damage from PVP is repairable with no decay upon death. This would still allow damage from pvp deaths in other sectors to be repaired, but would not allow PVE death damage to be repaired without decay.


  • Suggestion 3: Modify deep space so that damaged ships are unable to enter. A warning npc sends a message to the pilot saying they won't last long in deep space with dmg and suggests they get repairs before going there.

Message Edited by IIscandar on 06-02-2005 10:28 AM

Message Edited by IIscandar on 08-02-2005 01:43 PM

Arands
Tue May 10, 2005 1:46 pm
#2


Wow, first?


Nice report, IIscandar.


I kind of like the idea for the if the graphics show it, the slots should allow it. Would really make each individual weapon mounted on an X-wing be important, rather than only needing to worry about 2 (or 3) weapons. Each blaster would have to be carefully spec'd to be sure it complimented the other weapons onboard.


Then again, it would take a complete revamp of the chassis' setup.



Cmdr Joshua (Josh') Arands____________________________
RESURRECTION SQUADRON
_________________________Commanding Officer (RzA One)
"There's no such thing as too fast in space"
... has mastered the Pilot Profession

NHD Sales Vendors: 650 -1740 in New Horizon on Rori
Purchase vendor (nothing for sale) at 3620 -6286 on Rori
Arands
Tue May 10, 2005 1:54 pm
#3



Unable to view or work on another player’s ship



  • Shipwrights often find themselves in an instructional role when working with players. Many questions must be asked to determine what a pilot is actually able to put in a ship. Mass of chassis, mass in use, mass of parts to be replaced, max reactor generation, energy drain of components to be replaced are some of the items you must know. If a pilot just wants to see if you can do better than their current components a complete rundown of the pilot’s parts must be done in chat. Mass and other calculations must be done out of game on paper or in a spreadsheet.

  • Suggestion 1: Create an interface between the shipwright and the pilot’s datapad view of the starship or a trade type window that lists chassis & component stats. At a minimum this would allow a shipwright to view the current stats of a pilot’s starship and components. Many calculations would still need to be done by hand, but this would eliminate the 100 questions session just to determine the starting point.

  • Suggestion 2: Create a starship customization terminal that can be placed in a shipwrights shop. The starship still resides at starport but this special terminal is an interface with the starport’s ship terminal. It would allow a pilot to grant a shipwright the ability to customize the ship much as an ID window works. The shipwright can remove and replace components and when both are satisfied, the pilot pays and they both accept the changes. Any components removed are transferred to the pilot’s inventory. If the pilot’s inventory is too full, the transaction will not be allowed to complete. In the event of this failure, the added items return to the shipwright’s inventory.

  • Suggestion 3: Create a Starship Hanger structure. This special building would allow a player’s ship to be worked on in a traditional monkey wrench kind of way. This might be difficult with the larger ships such as YT-1300, but could be possible. It would need to be the size of a generic guildhall with both floors above ground and opened as one giant space. Not only would this allow the same interaction with the pilot’s ship as a terminal, but would also grant both the shipwright and the pilot the ability to see the ship on the ground. This would also allow for a very starwarsy walk around your ship experience. It could also provide a preview of texture kits, and or paint kits. These buildings could have a high storage limit (500 – 1000) items and a “master shipwright” only requirement. When a shipwright is present in their hanger, they can register on the planetary map as open for business. Players could see right away where to go to have their ships customized.

While #3 would probably be the hardest to implement, I think it would definitely bring SWG the closest to the 'real' experience as you can get. Free movement around your X-wing, seeing how it changes when a different blaster or engine is put on? I just don't know WHERE they would fit. They'd easily be the hardest thing to place, out of any building. But, sithfire! It'd be worth it.



Cmdr Joshua (Josh') Arands____________________________
RESURRECTION SQUADRON
_________________________Commanding Officer (RzA One)
"There's no such thing as too fast in space"
... has mastered the Pilot Profession

NHD Sales Vendors: 650 -1740 in New Horizon on Rori
Purchase vendor (nothing for sale) at 3620 -6286 on Rori
IIscandar
Tue May 10, 2005 2:00 pm
#4






Arands wrote:

Wow, first?


Nice report, IIscandar.


I kind of like the idea for the if the graphics show it, the slots should allow it. Would really make each individual weapon mounted on an X-wing be important, rather than only needing to worry about 2 (or 3) weapons. Each blaster would have to be carefully spec'd to be sure it complimented the other weapons onboard.


Then again, it would take a complete revamp of the chassis' setup.






Thanks Arands,


The idea of this thread is to not only describe certain issues, but to provide input on solutions. I'm looking for smallsolutions as well as pie in the sky dream solutions. I feel that this game has many years to go, and that means there will be a lot of publishes that could contain the things we'd like to see. It is important to view this world as an ongoing one that can and will change as time goes by. So, nothing wrong with saying you'd like to see something even if it would mean a huge change. The world of tomorrow is a huge place.


Rypht
Thu May 12, 2005 3:46 pm
#5

Well, now that engines are viable again, we need to get back on the YPR issue, from a single line of experimentation standpoint, the range of values is fine, but since there are 3 lines, it quickly becomes impossible to affect any kind of significant change, if you sink 6 experimentation points into YPR on one cert 9engine and 12 points into YPR on a different cert 9 engine, using the same resources you get just a hair over 2 points difference in YPR values. Its simply too much of a burden on the experimentation points to have these things seperate.


I'd suggest adding a new combined YPR line that has the values combined, yet at the same time leaving the old single axis lines intact so customized engines can be ordered as needed by the customer.



Shade Indulgent'Night
S I'Ndustries Sublight Engineering & Armor Design
Vendors Now Located Downstairs In Rogue's Paradise, Tirius' New Mall!
Eclipse, Talus Tirius 1985 -4395
Drop-Off Location Talus Tirius 2100 -4260
Citizen of TIRIUS - City of Roleplayers

Rypht
Thu May 12, 2005 11:24 pm
#6


Ok... I made a few engines for some friends to test, cert 7s and cert 9s, with the best materials I had (96% experimentation possibility), a combination of all points into YPR, 12 points into YPR 3 Speed, 6 YPR 9 Speed, 9 YPR 6 speed... general consensus is that they are allstill too sluggish in the YPR department, even the one I focused purely on the YPR. The speed is great (the 9 point into speed cert 9 enginecame out to 118 speed with overdriver), but the engines they use in their personal ships are in the 70-80 range on YPR... and they'd take a slower enginer that has better maneuverability over a faster one that has less maneuverability.


For giggles, I made one cert 9 engine and maxed out a single axis of rotation, 96% experimentation (took 9 points of experimentation to get there)on Roll... gave me 74.3Roll guessing 75 or 76 is the hard cap... had 6 points left for Pitch, Yaw, and Speed... in case you were wondering, it was a great assembly, YPR started at 28% speed at 29%. Unexperimented base YPR was 60.7, I had a Mk 5 Overdriver in the mix and the unexperimented base speed was 99.6. With dumping all my points intoa single line of experimentation I got to a level that my friends started to get hopeful, until I explained to them it was only on one axis.


Until something is done about the excessive experimentation it takes to do anything with the YPR values, crafted engines will be second place to looted engines except in the cases of raw speed.

Message Edited by Rypht on 05-12-2005 11:26 PM



Shade Indulgent'Night
S I'Ndustries Sublight Engineering & Armor Design
Vendors Now Located Downstairs In Rogue's Paradise, Tirius' New Mall!
Eclipse, Talus Tirius 1985 -4395
Drop-Off Location Talus Tirius 2100 -4260
Citizen of TIRIUS - City of Roleplayers

woody4077
Fri May 13, 2005 9:07 am
#7

i'd like to havea shipwright mission terminal that would give

shipwrights the ability to do missions for credits like

many of the other professions do right now


i'm on corbantis and have a

marksman/bounty hunter/artisan/shipwright/scout/creature handler character template

i can go on hunting missions and bounty missions but nothing for shipwright

i just think it would be neat if a shipwright could take missions and earn extra credits


also i think the addition of a quest(s) system for shipwright would be great

that way a shipwright could be reward with special schematics or

earn the ability to mine a special resource that could be used in every crafting slot

or as a reward the ability to earn one or more skill boxes

or earn a special ship chassis





"check the calendar this is not befriend a loser week"
bonnie(disneys kim possible)

"why is this the only house in texas without a gun?"
reba mcentire(reba)

""that wizard's just a crazy old man"

"id rather kiss a wookie"

"i don't beileve it; that is why you fail"

"free us or die"

"you were the chossen one"

"your clones are impressive"

"feel don't think"
Seloth
Fri May 13, 2005 9:30 am
#8

this new quest engine sort of blows anything out of the water that i can make.


ypr in the mid 60s

spd 96

and that is before you re this thing.


am i missing something?
Qualdrin
Fri May 13, 2005 9:52 am
#9


Seloth wrote:
this new quest engine sort of blows anything out of the water that i can make.
ypr in the mid 60s
spd 96
and that is before you re this thing.
am i missing something?



Depends on what level it is. If it's something like a level 4 engine with really low mass, then I agree. But if it is something like a level 8 engine, then I disagree. Shipwrights can now craft some pretty good engines with decent YPRs.

Qualdrin Mekanos
CommTampers
Fri May 13, 2005 1:05 pm
#10

I have found non-crafted engines with Y,P, and R all above 70. Shipwright should be able to do that and still accomplish the boasted high speeds. The capacitor stat upgrade was nowhere near enought.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
FriedSquid
Fri May 13, 2005 1:49 pm
#11

I like the 'options' in experimentation. Everyone else seems to not like them, but I do.

Here's why:

Customization.


Now, I'm COMPLETELY for having the ability to create an engine with a huge top speed. Great. I'm also for having the ability to create an x-wing that can roll and pitch with the best of them. But being able to build an engine that does ALL these things and then just spending experimentation on the mass sounds about as interesting as... well, it's not. It's just not interesting to me at all. I was kinda pissed when I started (while grinding) running out of experimentation points to put into the CHASSIS I was building.


If you have choices, you can build better parts YOUR way, and this is a good thing. I've started selling Droid Interfaces that weigh like 350, and use only a trickle of power. Are they slow? Yeah. REALLY slow. But I can still sell 'em because they're specialized for guys like me who want to squeak a little tiny droid comm unit in and don't CARE if they have to wait for an extra few seconds. Each part has different options, and using them all is a really really good thing for me.






It's all gone. And so am I.


Gawzeera
Mon May 23, 2005 4:41 pm
#12

the capacitor "tweaks" that happened along with the engine tweak was just not enough. we produce higher mas capacitors so they should have a much higher energy output.


I'm only new to shipwright but if i dump all my experiment points into cap energy, i cant break the 1k mark with a regen over 11 on a lvl 7 capacitor. in one ship I'm using a looted capacitor with regen of 12.1 and total output of 1184(before an RE). and it only lvl 5 or 6 with half the mass of anything that i can craft.


YPR on engines needs to be pushed up a little bit more, I'm getting much better engine results than i was when jtls launched so thats ok, but most of the "tweak" is on max spd.



being able to modify a chasis either during its construction or after it has been bought from the dealer would be nice. so during the crafting process of a blue print you specify how many weapon and ordance hardpoints it has.eg : a Y-wing long probe has 2 weapon and 2 ordance hardpoints. it would be sweet if we could modify that(possibly at the cost of extra resources) so that it had 3 weapon and 1 ordance.



"Jedi. Their order is a fading light in the dark. corrupt and arrogant.They must be punished." - Asaj Ventress Clone wars Micro series
Ducimus
Mon May 23, 2005 5:19 pm
#13

If the graphics show it, the slots should allow it.

* An Xwing has 4 cannons showing on the wingtips yet there are only 3 cannon slots. Tie fighters have 1 weapon slot but display fire from 2 separate cannons.
-------------

This is well beyond just an asthetic change. I dont think this is a vaild suggestion, infact, it's downright silly. It's messing around with ship balance, and is liable to have a snowball effect in many aspects of JTL. I fail see how the Shipwright profession could possibly have an issue, or legitimate say, with how many guns are in what ship.



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
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