Shipwright Archive
Thread: Shipwright Bugs/Issues Nov. 18, 2004
Sevarhin wrote:
The engine fix should not have been "remove conductivity". It should have been "increase the base multiplier and increase the possible quality range". We have a BRAND NEW STEEL, with UNCAPPED CONDUCTIVITY... there will ultimately be extremely good spawns of this, and we just rendered it irrelevant to engines with one shortsighted "fix". It's now more consistently essential for weaponsmith components than for shipwright components. Whoops.
Message Edited by Andriko on 11-21-2004 08:22 PM
Chiming in on a couple of issues ![]()
Droid Brain Upgrade: Mark 2 Same Speed reduction as Mark 1
I believe that all the Droid Brain Upgrades are bugged in this fashion -- all the way up to Mark 5.
Weapon schematic calls for OQ/Conductivity but affected greatly by PE.
I am still not understanding what this issue is -- can you please clarify? (since the schematic calls for OQ/PE in addition to OQ/CD on some attributes).
Crafted components inferior to looted components: Primarily Boosters, Capacitors (How are engines now?)
Crafted boosters are quite a bit better than looted if you usean overdriver sub-component. Crafted engines are ok speed-wise now, but the Pitch/Yaw/Roll stats are still pretty poor compared to looted engines (bad enough that I would not use a crafted engine in a manouverable chassis -- they would be adequate for bombers/multi-passenger ships, but a good looted engine would still be better).
Major
- Crafted components inferior to looted components
My Absolute #1. THE ONLY wayIMHO to avoid the loot issueis to raise our numbers.
I feel the rest isreally moot because not much other than missle-counter/measure packs are viable to sell as a shipwright for most. I feel even with a 30%-50% reduction in crafted components mass we will not come close to looted components. We need much higher craftable values and much smaller mass across the board!!!
I have a master SW character and I will never need to craft myself a reactor/capacitor/droid interface/engine because I have so many looted ones that I will never, even with perfect 1000 resources, be able to craft anything close.
And as far as decay goes? Well after some of the things like engines get too low, I will just RE them with 6 other level 6 motors and get the armor and hp back up. I know this only works once. But for me it means that I probably will not need another engine for another year or more. And I (just like everyone who will want to compete) am storing these nice looted components for myself: i.e.
- themany level 1 >500 mass >500 energy 15 second droid interfaces
- Capactors over 40 recharge under 15000 mass
So unless we can get our crafted numbersto be better than95% of the looted components allreadystored in space loot houses out there, we will never get caught up. They can adjust the loot all they want, won't make a difference IMHO. The answer?
Raise the crafted numbers with 80% resources (all green) to the 90th percentile of the best space loot they have ever let into the game.
So the worst that happens with my solution? You end up with many players that out class the NPC's out there.The simple fix for this?All you do is up the AI numbers of the NPC ships to match. So easy a solution; increade their speed, armor, and hit per shot. Very easy to tweak along the way.
This way you keep the best equipment (minus the rare exceptional loot) in the hands of the crafters, available to all players, and a fair playing field.
Anything else and we have a loot game in space and a crafters ground game nothing more.
Message Edited by MonsofoLexius on 11-22-2004 07:29 PM
Message Edited by MonsofoLexius on 11-22-2004 07:30 PM