Shipwright Archive
Thread: New shipwright engine 5/10/2005
I used the same materials before and after and experimented the same.
Mark IV engines.
New engineOld Engine
RED 2272.2 227.5.2
Message Edited by Slysix on 05-10-2005 11:56 AM
DP one thing that may help is to put YPR into a single line of experimentation because the increase in stat for each point spent is less than 0.1 of the numerical value. Spending every point in just yawl will only raise it from 50.1 to 54.3 (guestimation not exact data) and you still have dismal Pitch and roll (not to mention still a dismal yawl). Increase in YPR needs better increases per point experimented and ideally they need to be a single line when crafting.
Darth_Platypus wrote:
Correct. My YPR changes were too late for this patch. You should see these in the next one.
That said, the speed boost to engines is in, as well as the recharge and energy figures on capacitors, so please continue with the feedback on that and I'll continue to tweak those numbers as needed.
Thanks.
IIscandar wrote:
If that reward engine lasted forever, I'd be a bit more worried...
Message Edited by ArdenStarmariner on 05-10-2005 11:30 AM
ArdenStarmariner wrote:
Special case on this is the Y-8 Only Engine. Crafted ones should approach a YPR of 70 and a top speed of about 90. Maneuver is more important than speed for a Y-8.
Message Edited by ArdenStarmariner on 05-10-2005 11:30 AM
actually the reward level 8 privateers get beat that hands down at a fraction of the mass. You can RE that level 8 to 93 speed and 74.5 y/p/r with just 23.9K mass so for 255k mass I would want to see something better, though once you exceed 70 y/p/r (because the acceleration rates are sooo low) it wouldnt really affect much.. so I'd settle for twice the speed just to be able to get to and from the asteroid fast and be able to run away from pirates.
Pallida wrote:
IIscandar wrote:
If that reward engine lasted forever, I'd be a bit more worried...
So.. the Developers have re-implimented decay at a rate that makes it possible to sell more than one of the superior RE'd engines to the same player every three or four months? If so, is news to me.
xtxShifter wrote:
Please do NOT link YPR lines.
Care to give an explaination of why you feel this way?
Arands wrote:
Not if you go to Deep Spaceya know, provided your engine still works.
Good point, but only masters can go there right?
Loki_Ashaman wrote:
xtxShifter wrote:
Please do NOT link YPR lines.
Care to give an explaination of why you feel this way?
Yes, please explain. Linking them not only makes good sense, but it also will increase the overall quality of the engine because, 1) expirimenting does very little to the engine as is; and 2) It will leave MORE experimentation points for other places.
Just finished going through all our resources.......
Level 7 Engine
Armor: 434.6
Hitpoints: 869.4
Reactor Energy Drain: 2273.9
Mass: 13347.4
Pitch: 52.5
Yaw: 52.5
Roll: 51.4
Engine Top Speed: 102.0
WEEEEEE! now once we can have the ypr fixed this is going to be fun.
*edit* Level 9 engine ended up with 117.7 speed.
*edit-2* Level 7 engine with a different overdriver - 102.4
BTW - BlueMen Inc sells groundeffects for your starfighters
Message Edited by Kabyl on 05-10-2005 02:43 PM
Message Edited by Kabyl on 05-10-2005 02:50 PM