Shipwright Archive

Thread: Not Much Difference In Crafting Chassis With High Or Lower Quality Resources...

Zaket
Fri Oct 29, 2004 12:11 am
#14

Experimenting on mass gives you the least percentage increase of any category, regardless of the quality of your resources.



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Clerista Iewie
Master Shipwright
wyx1
Fri Oct 29, 2004 6:47 am
#15






Bermag wrote:

The most important question is however, will people be prepared to pay a higher price for a chassis made with high quality resources?






IMHO....No, waste of resources. Sell chassis for cheap then bend them over a barrelfor the components.



Zubenel Genubi

ATK Master Musician, Master Entertainer, Master Carbicide..
bigpun44
Fri Oct 29, 2004 6:55 am
#16

Now now just cause this is the shipwright forum doesn't mean the rest of us are not checking up on you guys to make sure there is no plot's to ruin the great SWG economy lol



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Supermite
Fri Oct 29, 2004 7:15 am
#17

That's the way business works though. The main part is dirt cheap, but if you want to upgrade it, it's going to cost you.


For example, Best Buy, they sell computers relatively cheap. In fact, they sell them below cost. They make back all their money on accessories. Hence why USB cables are $30 as opposed to the $6 that my friend who works there gets with his discount of cost plus 10%.


I don't agree with it however. If you can sell chassis cheaper than you should do it.



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Ewach
Fri Oct 29, 2004 8:16 am
#18

Another post of agreement. I used some very old high quality materials as an experiement in a Z-95 chassis for someone that wanted more mass.


It only ended up increasing the mass by about 200. When you consider the base mass is around 12K, that's not even a 2% increase.


So, I certainly won't be using my Losa steel for chassis any more.


But, the subcomponents and components definitely! Using HQ resources and a MK II overcharger (if that is right name), I've been able to get a Level 3 engine up above 60 max speed. And that's only with the experimentation points of a SW 2/2/2/1




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Malitevv
Fri Oct 29, 2004 10:13 am
#19






Ewach wrote:

Another post of agreement. I used some very old high quality materials as an experiement in a Z-95 chassis for someone that wanted more mass.


It only ended up increasing the mass by about 200. When you consider the base mass is around 12K, that's not even a 2% increase.


So, I certainly won't be using my Losa steel for chassis any more.


But, the subcomponents and components definitely! Using HQ resources and a MK II overcharger (if that is right name), I've been able to get a Level 3 engine up above 60 max speed. And that's only with the experimentation points of a SW 2/2/2/1







yup. the variation with quality and experimentation seems to be in the 1-2% range. Iworked to Master on chassis, never practiced on any of them. created a good distribution of every kind of chassis, and stuck them all on a vendor at 3-4 cpu. now I'm working on making quality components and making good money selling these chassis in the meantime. like I said before, I really like the fact that I was able to make meaningful sellable product while still not yet a master.



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Hitman_47
Fri Oct 29, 2004 7:30 pm
#20






Little-Green-Guy wrote:





Zaket wrote:

Experimenting on mass gives you the least percentage increase of any category, regardless of the quality of your resources.






has anyone 'ever' exceeded mass, in live? i have yet to have a customer tell me they have after loading down w/components. I since invested no exp. in mass and migrated eslewhere.




how can they complain when take for exmaple the y-wing that hsa 150k mass and in total you need no more than 20k mass




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DasAdin
Fri Oct 29, 2004 7:58 pm
#21

I have been experimenting on chassis and found that it makes less than 3% change if I succeed or critcal fail. Y-Wings are still going to be around 165000 mass no matter what you do with them.



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monochromered
Fri Oct 29, 2004 9:18 pm
#22

I noticed this too a while ago, and was hoping no one would mention it hehe. It makes it kind of easier to make ships this way, since you can still get a pretty good ship with using half way decent resouces. So I am all in favor of keeping it the way it is.
dnnice17
Sun Oct 31, 2004 3:41 pm
#23

Im an imperial 4333 pilot and let me tell you. The slightest difference in mass can make all the difference in the world. Rebels and Freelancers don't seem to have as much of a problem but when you are trying to fit lvl 7 or above components into a Tie Advanced that only has 65,000 mass, a 100-1500 points can make all the difference.


Experiment on mass, because if you get down to the point where your ship's hitpoints aretaking damage, i.e. no armor and no shields, you are screwed already.
Theodis_Darkstar
Sun Oct 31, 2004 9:05 pm
#24

Great advice SWG Crewman. From now on I will experminent for mass on Imperial craft.



Theodis Darkstar, Master Shipwright
|| Apotheon Shipyards ||
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sumner
Mon Nov 01, 2004 6:31 am
#25






dnnice17 wrote:

Im an imperial 4333 pilot and let me tell you. The slightest difference in mass can make all the difference in the world. Rebels and Freelancers don't seem to have as much of a problem but when you are trying to fit lvl 7 or above components into a Tie Advanced that only has 65,000 mass, a 100-1500 points can make all the difference.


Experiment on mass, because if you get down to the point where your ship's hitpoints aretaking damage, i.e. no armor and no shields, you are screwed already.






I second this, the imp craft have very low mass, and when you are putting even in a tier (ex 2-2-2-2) the mass become critical. All the ships I sell are only mass experimented. It is very frustrating when you are trying to load out your tie, and are short by like 1-200 mass to get everything in! In beta it wasn't a problem you just crafted until you got it to fit, but with customers...it is a whole different story, they can't do that. The reb ships do have insane masses, I haven't crafted many neutral ships since they aren't selling as well, so I can't comment on them, but the TIEs are painful when you get to that full tier level and are trying to put all level III equipment in a TIE FIghter.




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sbob
Mon Nov 01, 2004 6:38 am
#26

I noticed this early on and yea insted of doing the practice on ships chasis and burning resurces just made them and offer them at many of the bulk resources prices. Not had any complaints yet. Though if someone wanted me to use HQ resources on their ship would and would charge them for it but its not the type of stuff keep stocked on a vendor. Get better return on using the good resources in the components than the chasis.




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