Shipwright Archive
Thread: Shipwright Issues/Bugs Nov. 8, 2004
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).
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.
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
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
- 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.
Message Edited by TomoRainer on 11-09-2004 02:16 AM
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.
What is this all about??? paradoxical benefits??? Makes sense to me !?
Message Edited by Tricki on 11-10-2004 04:44 AM
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.
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.
And reactors please
styx66 wrote:
Minor
- Bring shields in line with weapons (15 exp points)
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.
Tricki wrote:
And reactors please
styx66 wrote:
Minor
- Bring shields in line with weapons (15 exp points)
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.
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.