Shipwright Archive
Thread: What do you dislike about Shipwright?
Kaiyn wrote:
I also dislike the fact that as a shipwright, I cannot work on other's ships. It is SUCH a hassle to ask a million questions about what you can fit, what you need, blah blah blah. If SOE gave architects the ability to make STARSHIP HANGERS, shipwrights could place them on the ground and be able to work on other's ships. This would allow JTL owners to be able to 'see' their ships and walk around it, while limiting acess to non-JTL owners. The whole thing could be set up like an extended trade window, maybe with removed compoennts going to a 'pool' that goes back to the owner upon completion. Shipwrights could then add/remove compoents, testing how things fit together, alleviating the need of the pilot in shipwright science, and giving it to the shipwright where it belongs. Shipwrights could also store looted components in the hanger, giving us the space we need to have all the un-reverse engineered loot we have stuffed in our backpacks, bank, and extra houses. Hey, maybe Sony would allow registered hangers like vendors, so we could have an extra option from space to land at a repair facility if the shipwright approves...etc etc etc...million possibilities here....
Kaiyn wrote:
I agree with the other problems as stated here, and would like to propose something radical, that I have yet to see mentioned. I would like to see an overhaul of the components/ship issue. Just having better components weigh more, and using this as the limit on what can be put in a ship seems somewhat unrealistic to me, and goes against information I have gleaned from Star Wars source books. An example, incredible cross-sections states on the Firespray, that Boba Fett has installed 4 capacitiors to drive the heavy weaponry that is installed. If we could limit what size part could go in each size ship, but have the ability for higher level pilots to install more than one of the item, we could really open up the ships, allowing pilots to 'hot-rod' smaller ships and make them viable to use. How about ships requiring 2 engines installed that have the graphic display for it? Pilots needing to find similar stat engines or have to fight with control issues? How about multiple guns? Right now we install one gun, but it puts two on our ships, how realistic is that? These are the visible issues, what about the components that do not show, such as the capacitor, reactors, or shields? Having a maximum possible, allowed by having higher piloting skill, of 2 for light ships? 3 for mediums? 4 for heavies? 5 for master? Something a bit more realistic with armor also...right now, 2 pieces of armor covers any ship, irregardless of the size of the ship. 2 pieces of armor for a light fighter is fine, but how about 4 needed for medium fighters? 6 for a heavy? 8 or more needed for a master ship? Don't get me wrong, I love piloting/shipwright, but the current system seems overly simplisitic; it has a lot more room for realistic improvement. I understand that this would introduce a whole new balance issue...and may be way too much for SOE to invest in time and resources...I'm just opening up the topic for ideas...
Thanks for ships....keep them coming
Message Edited by Neogame on 04-08-2005 12:47 PM
Message Edited by Neogame on 04-08-2005 12:56 PM
- Looted components aresometimes better than I can make and RE'ed ones definitely are. I looted a level 8 reactor that had 26k of power. I RE'ed it to a decent mass. There's no way I can compete with that.
- Ship crafting is dumbed down. A one step process to create a ship chassis vs. a 3 step process to create a scout blaster. Doesn't make sense.
- Crafted sub-components are generally worthless. What's the point? Crafting subcomponents for shields that raise the recharge rate but lower the shield hitpoints doesn't make sense. If I wanted to gimp a shield like that, I'd just spend the points up front to raise the recharge rate and avoid the negative impact on the hitpoints by NOT crafting the subcomponent. The only one that I found to be worth the tradeoff was the reactor overcharge which addspower at the expense of mass.
- Needs of players are too specific tokeep much of a stock on hand. Some need more power but can't afford the mass that it adds, some can't afford the power cost of the component, etc. For this reason I don't craft or sell components. There would be too many combinations that you would have to have on hand plus all it takes is for a player to get a really good component drop and then I can't compete with that.
- Dropped, good, components are too numerous. In a single hour I can loot over 50 components. Many of them will be good. This is nuts and when the devs added the buy back program, trying to get looted components for RE'ingis too expensive from players when they can sell for 1k per level. What they should have done was have destroyed ships drop enhancements, or something similar, not completely functional ship parts. This is as devastating to the viability of this profession as it would be for meatlumps to drop useful weapons that weaponsmiths couldn't compete with.
I'm awarethat this list is just beating a dead horse. I know that when the mindsets of the devs is "I have to get more players in the game or I don't have a job" stuff like this isn't worth dealing with. I can understand that. It's just a shame that it has to be this way.
- Most people selling at cost and below just to make some turnover,
- lack of long-term clientel (esp for chassis),
- lack of people who actually have JtL,
- stupid amounts of resources needed for little return,
- high cost of entry,
- no factory support,
- only crafting profession that can't convert xp to fs,
Overall its becoming a rather pointless profession.
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Changed my mind and dropped it tonight. It's a waste of time, credits and resources as a profession.
What made up my mind? I'm was a Master Shipwright with the highest possible resources available on the server to use, and everything in my ship was looted and RE'd.
Nuff said.
Message Edited by StumanKadir on 04-10-2005 02:20 AM
- Tier X [Ship types] total SUM: Steel/Ore/Aluminum/Inert Petro/Iron/Fiberplast
- Tier 0 [Z-95, TIE-LD, Syck] total 5k: 2k/1k/1k/1k/0/0
- Tier 1 [Y-wing, TIE-F, Dunelizard] total 13k: 5k/4k/2k/2k/0/0
- Tier 2 [Y-wing LP, TIE-I/N, Kihraxz/Kimogila] total 30k: 12k/6k/3k/3k/3k/3k
- Tier 3 [X-Wing, TIE-B/TIE-I, Ixiyen] total 60k: 24k/12k/6k/6k/6k/6k
- Tier 4 [A-Wing, TIE-Adv, Rihxyrk] total 80k: 32k/16k/8k/8k/8k/8k
- Tier 5 [Master Ships] total 150k: 70k/20k/10k/10k/10k/10k [And 10k Siliclastic Ore, 10k Copper]
Total Resources: 2.253m Steel, 581k Aluminum, 1.146m Ore, 581k Inert Petro, 539k Iron, 539k Fiberplast
Note, if you choose to do it in non practice mode you'll need 4 additional Tier 4 ships which comes to 128k steel, 64k Ore, 32k Alum/Inert Petro/Iron/Fiberplast.
2: I agree with Kaiyn we should have a Hanger so we can do work on other people ships which would make the profession more fun and more realistic so to speak. I would love to have someone come up to me and say "Hey can you work on my ship instead of saying my ship parts are in really poor condition and let me go yank it out and bring it to you so you can repair it. " Better yet make a station that only novice shipwrights or above have access to in space and work on people's ships instead of having a npc repair it. As for crafting or RE parts...I would like to be able to discover that I made a special type of cap or reactor or whatever. I personally believe us pilots shouldbe able to land whereever there is a shuttleport.