Shipwright Archive

Thread: Shipwright Issues/Bugs Nov. 8, 2004

KirusTirin
Mon Nov 08, 2004 8:19 pm
#14

I'm going to be cross posting this in the Pilot issues thread as well.


- The YT-1300 lost its loot box when they removed all the furniture in beta. You cannot loot anything when your crew makes kills in a YT-1300.


Was a bit annoyed when I went wondering around my ship trying to find the loot box since there wasn't any loot spam.


-Kirus



Kirus Tirin

please deliever all auction items to my vendor at 1515, 1434 just south of Keren, Naboo.
Arkenor
Mon Nov 08, 2004 10:51 pm
#15






Djamonja wrote:

Great compilation -- only3 areas I'd quibble with




3. Weapons schematics doshow OQ/PEaffecting the minimum damage and OQ/CDaffecting maximum damage (no problem since they use Radioactivethat hasPE and other resources that have CD).







Yes, but PE is affecting the max damage too.



Alrevolis Vosteo, Master Politician, Mayor of Pax Imperia - I do nuance.
Zandabar Vosteo, Master Weaponsmith,Merchant, and Shipwright
Vosteo Industries, Corellia -4875, 2147 - Quality weapons, ships, and loot.


Shop Smart - Shop Pax!

Arkenor
Mon Nov 08, 2004 10:55 pm
#16






Jagged-F3l wrote:





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.







Experimenting on the ammunition count certainly raises the number of shots when I do it.


Oh, and I like the factory support just the way it is. It means the server can have more than one massive shipwright superstore. This is a good thing. If you don't like crafting, you shouldn't be a crafter. You don't hear tailors complaining that they have to make most of their things by hand in order to get a full range of colours.Roll on them reducing factory support for finished items for the other crafts.





Alrevolis Vosteo, Master Politician, Mayor of Pax Imperia - I do nuance.
Zandabar Vosteo, Master Weaponsmith,Merchant, and Shipwright
Vosteo Industries, Corellia -4875, 2147 - Quality weapons, ships, and loot.


Shop Smart - Shop Pax!

Jagged-F3l
Tue Nov 09, 2004 1:02 am
#17






styx66 wrote:


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



    1. 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.


    2. Booster Extended Life/Fast Recharge/Heavy Fuel Cells



      • Trade-offsnot significant. They generally even out. Instead, consider:



        1. Fast Recharge: Increases rate at which booster recharges, but increases energy maintenance.


        2. 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.


    3. Capacitor Extended Life/Quick Recharge Batteries



      • Similar to Booster components, consider:



        1. Quick Recharge: Increases recharge rate at cost of energy maintenance.


        2. Light Battery: Decreases mass but decreases recharge rate


    4. 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.


    5. 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.


    6. 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.


    7. Reactors



      • Consider adding PE to experimental attributes on Reactors.


    8. Shield Limiter/Overcharger



      • Similar to Booster/Capacitor subcomponent paradoxical benefits. Consider:



        1. Shield Limiter: Decreases shield hit points but reduces mass.


        2. Shield Overcharger: Increases shield hit points, but increases mass.



          • Possibly replace both with recharge rate instead of effectiveness.


    9. 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:



          1. Max or Min Damage Intensifier: Increases max or min damage but increases capacitor energy per shot


          2. Max or Min Damage Intensifier: Increases max or min damage but increases refire rate






Mostly on agree with you, but I would like to share some thoughts on these proposals:


  • Hitpoints vs. Armor Points -- In my opinion, I don't believe that armor should have hitpoints, and by the same token, all other components should not armor hitpoints. The only armor protection should be due to the armor a ship has been equipped with. Thus, keep these attributes, rather than consolidate. However, eliminate the "hitpoints" experimentation track from armor and elminate "armor hitpoints" from all other components.

  • Upgrades -- You have provided a lot to think about regarding upgrades. I just started playing with upgrades. In beta, I was too bloody lazy to find a blue frog that gave me any of the new special resources, and I didn't have the time to harvest resources in beta. In live, I'm only just starting to accumulate enough of the new resources to play. Thus, please bear in mind that my experience is limited. However, it is my opinion that the upgrades available to us don't help us different our components significantly. More specifically, I hate the notion that upgrades force us to make trade-offs at all. By contrast, other professions have upgrades available to them that add to one quality or another, without taking away from something else. I'm not going rant on this one--if the devs meant it to be this way, then so be it--I'm an engineer in real life and used to making trade-offs constantly. However, I just think it would be more fun if we could offer "uber components" (even if they're rare--don't give us quality resources for upgrades that often; make them rare, but let us be able to make something better than pilots can loot through this type of system).

  • Missle & Counter-measure Pack Resource Requirements -- at first I had the same feeling that resource requirements of missle and counter-measure packs was just too high. I can't tell you how many sales I have lost when I tell perspective customer how much these are going to cost. One customer came to me and very excitedly asked me to make him 5 crate of Mark III Concussion Missle Packs. I worked up the cost and told him that it run 1.05M credits per crate. He was not a happy camper. I felt bad and told him I would run them through my factory at my cost, which was still going to cost him 600K per crate, and he cursed me out (please noone flame me on this one--steel is very expensive on our server right now, and I don't see that changing any time soon). Putting all this aside, I started thinking about this problem, as I felt a little bad about this one player's situation. The more I thought about it, the more I realized that it mimics real life quite well. Missles cost a lot of money and take up a lot of space, compared tothe ammo for guns. An F14 Tomcat can fly off a carrier with no more than 8 missles. Pilots in the US armed forces are not encouraged to use missles for two reasons: 1) they are expensive, and 2) they only have a limited number of them (and they don't want the pilot to grow a dependency on them). Now, consider the uber-rich pilot that actually can buy crates of powerful missles; do you really want too many of these types out there? It's a question of balance, and this argument starts sounding like some of the arguments I have followed in the Commando forum regarding rocket launchers. Perhaps, the devs should remove the ammunition count from the available experimentation tracks for missle and counter-measure packs.



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TomoRainer
Tue Nov 09, 2004 3:15 am
#18

Ammunition experimentation works for both missiles and countermeasures, it just takes a few points to see any increases. It's especially useful on spacebombs and the like.

Message Edited by TomoRainer on 11-09-2004 02:16 AM







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Ashaman
Tue Nov 09, 2004 5:49 am
#19

Not sure if this has been posted before. If it has please ignore. I remember around the middle of beta the idea was for component upgrades to increase the cert of the item by 1. So a level 1 component plus an upgrade made a level 2 component. Now I haven't had much chance to experimet with this becasue I've been having a hard time getting ahold of the upgrade resrouces but appears that the cert level doesn't increase at all. Now I didn't get a chance to play much during the end of beta so if they changed it please disregard all of this.



Aki oka



Vendor outside Mos Espa on Tatooine at -2705 1270

"Isn't sanity really just a one trick pony anyway? I mean all of you get is one trick, rational thinking, but when you're good and crazy, oooh oooh oooh, the sky is the limit!" - The Tick
Tricki
Tue Nov 09, 2004 8:00 am
#20


Shield Limiter/Overcharger







      • Similar to Booster/Capacitor subcomponent paradoxical benefits. Consider:



        1. Shield Limiter: Decreases shield hit points but reduces mass.


        2. Shield Overcharger: Increases shield hit points, but increases mass.



          • Possibly replace both with recharge rate instead of effectiveness.


What is this all about??? paradoxical benefits??? Makes sense to me !?

Message Edited by Tricki on 11-10-2004 04:44 AM



Tricki - Jedi Knight / J'zo - Master Shipwright
----------------------------------------------------------------------------------
Retired
TalonKarrdeTN
Tue Nov 09, 2004 8:40 am
#21






styx66 wrote:


Minor


Cert/RE level upon mouse-over in inventory.






Styx, I'd like to request/suggest this one be moved up into *Major* issue status.....it's one thing if you're only RE'ing loot that you alone have collected and even then it can be tedious and time consuming, but when you have a pile submitted from several friends/guildmates, this is a *HUGE* issue IMHO. Having to manually examine and re-examine so many parts is taking forever and killing my fingers lol.








Characters:
Tynd (formerly Tyndaleon) Starstrider (human)
Tharilac Crey'lya (bothan)
Tibattican (wookiee)
Tiomeg Bysik (ithorian)

Beta & Day 1 Tarq Vet, Longtime Officer & Member of the Order of Infinity (IFN), Current member of Wraith Squadron (WSQ)
Acrod_Novys
Tue Nov 09, 2004 9:15 am
#22

I have had a great time with my decimator, but so far I don't see the equipment getting high enough to make up for the troubles--It's a blast when everything falls apart, but I'd rather have it fall apart on a considerable enemy rather than a couple tier 3 a-wings. I hope that eventually as the situation matures, it becomes clear to the devs that these MP ships are going to need tougher (obviously very-high-mass) equipment in order to function as much more than a "fun in dire circumstances" ship.



°°°°°°°°°°°°°°°°°Acrod Novys - MBE°°°°°°°°°°°°/way 812 -4692 Coro°°°°°°°°°°°°°°°
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Acrod_Novys
Tue Nov 09, 2004 9:23 am
#23




TalonKarrdeTN wrote:


Styx, I'd like to request/suggest this one be moved up into *Major* issue status.....it's one thing if you're only RE'ing loot that you alone have collected and even then it can be tedious and time consuming, but when you have a pile submitted from several friends/guildmates, this is a *HUGE* issue IMHO. Having to manually examine and re-examine so many parts is taking forever and killing my fingers lol.






Just to be sure, sir, are you aware of the feature that you can click the "expand" arrows in the upper-left of any inventory to get essentially the examine window for whatever item you have selected? Some are unaware of this feature, which is ESSENTIAL to me as a bio-e (DNA samples are similar to this issue of looted items, as we are given very little info in the item title and have been requesting more for ages)



°°°°°°°°°°°°°°°°°Acrod Novys - MBE°°°°°°°°°°°°/way 812 -4692 Coro°°°°°°°°°°°°°°°
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Tricki
Tue Nov 09, 2004 10:26 am
#24






styx66 wrote:


Minor



  • Bring shields in line with weapons (15 exp points)



And reactors please




Tricki - Jedi Knight / J'zo - Master Shipwright
----------------------------------------------------------------------------------
Retired
KabaI
Tue Nov 09, 2004 10:59 am
#25






Tricki wrote:





styx66 wrote:


Minor



  • Bring shields in line with weapons (15 exp points)



And reactors please





Reactors have 4 things to experiment on. There's no reason to get more Exp points for 4 lines, as that's quite unfair to the other crafting professions. Now, having themhave more of an effect /point put in, I'd totally agree with.

EtaEmock
Tue Nov 09, 2004 12:08 pm
#26






Jagged-F3l wrote:





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.






I cannot verify for chaff packs, as I have not made any, but I can verify that experimenting for ammunition count on missle packs does increase the quantity. The highest number I have been able to achieve for a missle pack was 13.




Eta Emock
Elder Shipwright.....Elder Dancer (Super Hot Fish)
SATF
Mordant, Talus


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