Shipwright Archive

Thread: Crafted engines and capacitors given a boost, info inside, please provide your input

CommTampers
Mon May 09, 2005 2:52 pm
#14

Any hope of having this expanded to weapons?



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
CommTampers
Mon May 09, 2005 3:07 pm
#15






JaekeW wrote:
I think crafted weapons are already better than normal loot, not including certain carefully RE'd mission rewards.





That would be fine, IF they increase the drop rate and diversify the stats. The average looted effectiveness is 0.64, my best guess. I have a hard time hitting 0.5 with mid to quality grade resources. You should try crafting them then.

Message Edited by CommTampers on 05-09-2005 03:08 PM



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
Rogue1970
Mon May 09, 2005 3:07 pm
#16






Darth_Platypus wrote:

Hey guys.

A little detail on this pass: I got a chance to go through the crafted engine and capacitor schematics, and I compared the stat ranges on these to the comparable level looted components. I tried in every instance to make the high end crafted range able to surpass the looted equivalents. This ended up being in various places a 15%-25% boost on important stats like Max Speed, Max Capacitor Energy, and Recharge Rate. The elite capacitor and engine were included in this pass too to separate them further from the newly powered up Mark V components.

Reverse engineering is a bit of a wildcard when balancing this stuff, so there's a chance they will need a little more boosting, but I think that I've found a good set of numbers to start with.

To answer a question asked in this thread, this change will not be retroactively applied to existing items, but will apply to all newly crafted engines and capacitors after this change goes live.

I look forward to your feedback on this.







When you fixed the ranges did you take into account the fact that Asteroid resources do not have UT stats - so items like the Mining Lasers among other things cannot be experimented past 50%. Asteroids do not have any UT stat resulting in a zero, since zero stats are no longer ignored in the new crafting system.




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BUYING Organomettalic (Lok/Kash) 140cpu & Carbonaceous (Naboo) Asteroids 130cpu

IIscandar
Mon May 09, 2005 3:13 pm
#17






CommTampers wrote:






JaekeW wrote:
I think crafted weapons are already better than normal loot, not including certain carefully RE'd mission rewards.





That would be fine, IF they increase the drop rate and diversify the stats. The average looted effectiveness is 0.64, my best guess. I have a hard time hitting 0.5 with mid to quality grade resources. You should try crafting them then.

Message Edited by CommTampers on 05-09-2005 03:08 PM



crafted is a bit low on effectiveness when comparing blasters, however I think you'll find we can beat them on refire rate and max dmg in many cases. Two very key stats.

IIscandar
Mon May 09, 2005 3:14 pm
#18








When you fixed the ranges did you take into account the fact that Asteroid resources do not have UT stats - so items like the Mining Lasers among other things cannot be experimented past 50%. Asteroids do not have any UT stat resulting in a zero, since zero stats are no longer ignored in the new crafting system.







Known issue, they are looking into this
xtxShifter
Mon May 09, 2005 3:17 pm
#19



Obsidia_Firemoon wrote:
any hope for combining roll/pitch/yaw into one experimentation line? i have not had a chance to craft since the cu, but i am looking forward to the improved outcomes.





I like the seperation of the YPR experimentation values. It allows one to tailor engines for specific flying styles without throwing manueverability out of balance.



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

davemusic
Mon May 09, 2005 3:21 pm
#20





CommTampers wrote:








JaekeW wrote:
I think crafted weapons are already better than normal loot, not including certain carefully RE'd mission rewards.





That would be fine, IF they increase the drop rate and diversify the stats. The average looted effectiveness is 0.64, my best guess. I have a hard time hitting 0.5 with mid to quality grade resources. You should try crafting them then.

Message Edited by CommTampers on 05-09-2005 03:08 PM




The craftet weapons are better in most cases.

Calculate the damage with speed and you see the speed experimented weapons do more damage.

The weapons with the high effectivity of 0.6 and more on shields / armor have normally

very high refire rate and energy per shot use.

The second effect of the fast fire output is you have a better chance to hit fast vehicles.

I have two craftet lvl 9 weapons in my kse with 0.25 speed and that´s the best for me.

Or how can i handle 3 tier5 aggressors solo?

You can sell everything with the right arguments



Yikre

Message Edited by davemusic on 05-10-2005 12:23 AM

Obsidia_Firemoon
Mon May 09, 2005 3:32 pm
#21






xtxShifter wrote:





Obsidia_Firemoon wrote:

any hope for combining roll/pitch/yaw into one experimentation line? i have not had a chance to craft since the cu, but i am looking forward to the improved outcomes.





I like the seperation of the YPR experimentation values. It allows one to tailor engines for specific flying styles without throwing manueverability out of balance.



adjustability is nice, true. perhaps a more dramatic effect on these lines per experimentation point would be an alternative, or keeping the separate lines while adding a combined line. but as of recently, the effect of experimentation was not enough in PYR to compete with loot and reward stats.




Change is not necessarily an upgrade
Change is usually not progress
Change is rarely for the better
Fear change

Darth_Platypus
Mon May 09, 2005 3:34 pm
#22



IIscandar wrote:
Dp,
I
think the number one thing people are going to ask you in regard to
engines is will YPR get a boost? We can do very well on speed, thanks
to earlier adjustments , but YPR is where crafted engines seem to
need the most help.


I looked these numbers
over, and it appears they were inferior to looted components of similar
levels. I have boosted the YPR numbers for all crafted engines to
what seem like more appropriate levels. Coming soon to a patch
near you!



Thanks

---------------------------------------
William "Darth Platypus" Wallace
Game Designer
Star Wars Galaxies

IIscandar
Mon May 09, 2005 3:35 pm
#23






JaekeW wrote:
Yes, YPR needs a boost, Ive seen max speeds in excess of 100 on crafted engines, but the YPR were still in the 60's I beleive.





You can reach the 60's if you don't put any points into speed.
IIscandar
Mon May 09, 2005 3:36 pm
#24






Darth_Platypus wrote:






IIscandar wrote:


Dp,


I think the number one thing people are going to ask you in regard to engines is will YPR get a boost? We can do very well on speed, thanks to earlier adjustments , but YPR is where crafted engines seem to need the most help.




I looked these numbers over, and it appears they were inferior to looted components of similar levels. I have boosted the YPR numbers for all crafted engines to what seem like more appropriate levels. Coming soon to a patch near you!

Thanks





*honorable bow* thanks once again DP!

Message Edited by IIscandar on 05-09-2005 05:37 PM

Red-Dwarf
Mon May 09, 2005 3:42 pm
#25




Darth_Platypus wrote:


I looked these numbers over, and it appears they were inferior to looted components of similar levels. I have boosted the YPR numbers for all crafted engines to what seem like more appropriate levels. Coming soon to a patch near you!

Thanks





/bow2


Thanks DP, you are most definately the favourite dev in this corner of the galaxy, anything we can help you with please ask us.





The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
EEMAN
Mon May 09, 2005 3:43 pm
#26






Darth_Platypus wrote:

Hey guys.

A little detail on this pass: I got a chance to go through the crafted engine and capacitor schematics, and I compared the stat ranges on these to the comparable level looted components. I tried in every instance to make the high end crafted range able to surpass the looted equivalents. This ended up being in various places a 15%-25% boost on important stats like Max Speed, Max Capacitor Energy, and Recharge Rate. The elite capacitor and engine were included in this pass too to separate them further from the newly powered up Mark V components.

Reverse engineering is a bit of a wildcard when balancing this stuff, so there's a chance they will need a little more boosting, but I think that I've found a good set of numbers to start with.

To answer a question asked in this thread, this change will not be retroactively applied to existing items, but will apply to all newly crafted engines and capacitors after this change goes live.

I look forward to your feedback on this.









DP one question I have about comparing engines/capacitors to equal level loot is a fear we had all along. Its a commonly known fact that even level loot (example level 6) is vastly superiior to anything we can craft that is level 7. However, the level 7 version loot completely sucks for stats. We have always assumed it was a copout to be able to say 'see, we didnt short change you SW's. A level 7 engine is far superior to a level 7 looted engine. Pay no attention to that level 6 engine that leaves anything you can craft in the dirt'. While doing this balance pass can you make sure that not only is it better than anything of the same level but can you check the even level below it as well?






Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

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