Shipwright Archive

Thread: *Post your tips for new shipwrights here*

refleks
Fri May 20, 2005 5:36 pm
#27

Just a quick question, what do people usually make capacitors as? I'm fairly new but it seems that, just go all in on recharge rate seems most common and useful, I mean with Cap. Overcharge 4, then it seems to be the best idea.Same with weapons, I make Ions with shield eff. subcomponents, but what about the other 2? armor eff. subcomponents, and then what?.




Kashmo Target - Shipwright - Chimaera - Angry European.
Kristian Omaha - An even more angry european - Elder Jedi
Shop at Coronet: -171 -5668 (Doubt there is anything left.)
Back from 10 months leave.
Proud owner of: A YT-1300, Y-8, M-22 Krayt, A Yacht, A JSF, A Vaksai, and hopefully soon an Arc.
TuskenJedi
Fri May 20, 2005 8:33 pm
#28

Are there any other professions that would be advantageous to pair up with Shipwright, Master Artisan for example? Are there subcomponents we need from other professions that we might want to take up on the side.
IIscandar
Wed Jun 01, 2005 9:06 pm
#29






refleks wrote:
Just a quick question, what do people usually make capacitors as? I'm fairly new but it seems that, just go all in on recharge rate seems most common and useful, I mean with Cap. Overcharge 4, then it seems to be the best idea.Same with weapons, I make Ions with shield eff. subcomponents, but what about the other 2? armor eff. subcomponents, and then what?.






With capacitors I use the quick charge upgrades with full experimentation on the energy generation to minimize the energy loss from the quick charge. Then I use half the final assembly experimentation on energy generation, and recharge rate.


With weapons I use either a quick shot or max dmg intesifier. For blasters I spend 3 points on effectiveness shields and 3 points on eff armor. Depending on the desire of the customer, I spend the rest on refire or max dmg.


With armor, it's reinforcements and I tend to max out the armor stat, and any left over points on hitpoints or mass if it's a fighter class ship.


This is just what I put into stock though, some pilots want all dmgon weapons, some want speed, it just depends. So for custom in person work, I'd be ready for anything.


IIscandar
Wed Jun 01, 2005 9:16 pm
#30






Feyne wrote:

These tips seem really helpful guys.


I have never tried a crafting/selling profession before and have just hit master SW. Going from a pure combat char to a craftign one is takign a LOT of gettign used to. There is a whole side of the game that i have never even looked at before.





Your not kidding! The crafting side can get very deep. I crafted a few scrolls back in UO, but that was nothing compared to this.Every economic system has good points and bad points. Sometimes I go for days without leaving Dantooine. Sometimes days without leaving my shop. Hard to believe there is that much to crafting, but there is. I've met more people as a crafter than I ever did with my pike. I've made more business arrangements and setup elaborate cooperatives than hunting groups now.
IIscandar
Wed Jun 01, 2005 9:23 pm
#31






TuskenJedi wrote:
Are there any other professions that would be advantageous to pair up with Shipwright, Master Artisan for example? Are there subcomponents we need from other professions that we might want to take up on the side.





I'm also a Master Entertainer, 1141 musican, and have a good deal of merchant. The entertainment portion makes for nice self inspiration to get that crafting bonus as well as being able to play for customers. Not to mention I like to mix those music tracks together live in strange new ways all the time. Some merchant is essential.


If youdid master artisan instead of entertainer, you'd be in a good place. You can make the all purpose repair kits, speeders and a lot of things needed by other professions to compliment your sales.


Caljostro
Thu Jun 02, 2005 8:04 pm
#32

Ok, the guys in the DE forum are tiered of those kind of "dabbler questions", so I ask it here.

Which DE skills do I need to make my own unprogrammed droid modules ? Is novice enough ? Or does it need any higher DE components ? And I guess master artisan is also needed.
DraconianOne
Fri Jun 03, 2005 6:36 am
#33

Master Artisan and Novice DE is fine.



___________|||___________
Rouf Tankin - Galactic slacker
Draig - Spaced out shipwright
Bayn - Imperial Lackey
DraconianOne
Fri Jun 03, 2005 6:48 am
#34

1. (To reiterate someone else's point) Be a pilot and, if you have the inclination, try out the different faction missions. You'll get an understanding of what it's like to fly different craft and what the different mission involves. For example, low level Rebel pilots face hundreds of unshielded TIE fighters on their first two tiers so they could benefit from a high damage disruptor to help them.


2. Be aware of the stats on the prototype parts. A lot of low level loot is nowhere near as good as these even after REing (particularly shields and armour).


3. Remember that you can sell Reverse Engineered components to the chassis dealer. If I REa level 1 part that is nowhere near as good as a prototype part, to the chassis dealer it goes. (Why not just sell it straight away depends on whether you want to build a Firespray or not)





___________|||___________
Rouf Tankin - Galactic slacker
Draig - Spaced out shipwright
Bayn - Imperial Lackey
Subcriminal
Fri Jun 03, 2005 7:14 am
#35






mrmark200000 wrote:





Subcriminal wrote:

4) Always use subcomponents in your ship parts, otherwise they won't be anything special, won't pack any punch, and won't be worth much. Yes, it is faster and uses less resources to craft without subcomponents, but few people will want to buy your stuff.





i disagree with # 4, some SC's have side effects, ect, and i look to make my customers aware of what each subcomponent does, I have both a subcomponented part vendor, and a normal part vendor, I sell more of my normal parts than i do subcomponented ones anyway








The only time I've ever made parts without subcomponents is for custom orders where mass or energy concerns require it. There were 4 shipwrights near me who made all of their parts without components when JTL came out, all 4 are out of business- maybe they got burned out, maybe they weren't making the $$ they expected, maybe a little of both. If you offer a bigger variety by selling both non-sub and sub and if it works for you, cool beans. I just wouldn'trecommend selling everything with non-sub. In my case I've got too much to craft to make a non-sub set anyway, nor would I want to. Those customers who need something different from what I stock usually shoot me an email with a custom order, problem solved.
Jware1
Mon Jun 06, 2005 10:33 am
#36

if you go to the FAQ'a link at the top of the forums you would find a plethora of information there...
Justan
Wed Jun 15, 2005 5:20 am
#37

I am very new to game. I would like to become a shipwright. how do i become one. what do i have to do..



Thank You in advance



TOmmy


IIscandar
Wed Jun 15, 2005 7:25 am
#38






Justan wrote:

I am very new to game. I would like to become a shipwright. how do i become one. what do i have to do..



Thank You in advance



TOmmy







Greetings Tommy,


Welcome to the game then


The road to shipwright has many details that have been well documented in the top sticky in this forum. Go to the Shipwright Guides and Reference Material sticky. There are some really nice guides in there. I'm working on a brand new one that brings all the current ones together, but for now checkout the links in that post.


Darth-Malus
Tue Jun 21, 2005 4:10 am
#39






refleks wrote:
Just a quick question, what do people usually make capacitors as? I'm fairly new but it seems that, just go all in on recharge rate seems most common and useful, I mean with Cap. Overcharge 4, then it seems to be the best idea.



I've tested this out with a high-end client - I built him a MkV cap with Quick Charge, and experimented fully in recharge rate. We discovered that a high recharge is meaningless if there isn't enough "capacity" in the capacitor to begin with. He was running out of juice too fast. I swapped it out for one with a heavy battery, experimented fully on energy storage and the remaining couple of points into recharge rate - and it's never run dry on him.


It's been my experience that Capacitor Overload also improves the recharge rate - because I can go from 0 (dumping the entire battery into my shields) up to 2300+ in just 5-10 seconds of holding my fire - not something that would normally be possible with standard recharge rates.


In short, recharge rate is important, but not nearly as important as capacity.




Ragla H'trag - Master Pilot/Master Shipwright/Master Doctor (Kauri)
Visit PawPro Engineering, 2530. -4800 Tatooine. Just 800m west of Mos Eisley!!


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