Shipwright Archive

Thread: What do you dislike about Shipwright?

Fuss
Wed Apr 06, 2005 7:09 pm
#27






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....




Man I couldnt agree more with this post. I currently find myself doing custom work for people and spend alot of time trying to figure out what they need and what they already have. Having my shop in a Research city means that we have to run back and forth to a Starported NPC city and send tells like...."How much does your capaictor weigh?"


SW's need a Moch starport terminal for their shop, and allow it to build other players ships as well... We dont need to launch from these terminals.


Fuss



SPACE PVP 000 DEEP SPACE

Fuss Bango (IA) Imperial Ace Pilot/Elder Shipwright Chilastra

Hord (INQ-14) Privateer Ace Pilot Kettemoor

IIscandar
Thu Apr 07, 2005 12:13 am
#28






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




Good stuff!
Thunderbyte
Thu Apr 07, 2005 10:48 am
#29

I'll agree with what Kaiyn posted, I don't have a problem with the current system as it is, but it is a little simplistic, almost to the point of being unrealistic. This is both good and bad, and if it were changed would no doubt make some poeple happy, some poeple angry, etc.


For example, you see 4 lasers on an X-Wing, so I think perhaps an x-wing should have 4 lasers. Some people would say that's just overkill, and others would agree that it's an improvement. I think that the z-95's mass should be increased to be similar to an x-wings mass (or an x-wings mass lowered ), because they really are about the same size and shape.


All in all I don't think the profession needs that much change, but if the devs were looking to do some tweaks this would be one area I'd look at first.



         /                   \            
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/// \\\ Really BadJack - Shipwright/Swordsman
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/|O|\ ///---+---\\\ /|O|\ Nabushin - Pistoleer/Commando
|-^-||------/// \ | / \\\------||-^-| Olaw - Artisan/Shipwright
|_O_||>====<|||___\|/___|||>====<||_O_|
| O ||>====<||| /|\ |||>====<|| O |
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Niru
Thu Apr 07, 2005 11:28 am
#30

It seems like all I do is chase loot parts to RE looking for the firespray disks. I have the ship I want with the components I want.It seems like no one is in space at all, let alone for pvp. There is no demand for new ships. There needs to be decay. After getting blown up a certan number of times, the ship should be unusable. It would be an exciting profession if more people needed it.


Niru - Master Smuggler/Master Shipwright



Niru - Intrepid
Satch_of_GL
Thu Apr 07, 2005 7:40 pm
#31

I dislike the nerfs that have gone in for loot. Most shipwrights have grown rich on my server and the ones that fly have the most uber ships in the galaxy. Level 6 engines are expensive to buy; pre-nerf engines are impossible to buy for any amount of money. An RE'ed pre-nerf engine defines a top rated PVP ship and only a few have them.



-------------------------------------------------------------------------------------------

World traveler, intelligence expert, soldier of fortune, bartender and bass player, casual hero.

"Venne, vide, fuggi."
Neogame
Fri Apr 08, 2005 4:43 am
#32



1) Lack of Factory support

2) Component Crafting long boring and not fun.

3) JTL Recourse need for components, take too long to spawn and the stats are always rubbish. they come nowhere near the stats the schematics say we need.

4) Ship Masses are too low

5) Crafted componets are nearly as good as Loot.

6) Firespray disks far to hard to get (i've been RE-ing every bit of loot i get form space since JTL came out and i have someone drops 2-3full bags per week, and i still haven't got all the disks to make 1 firespary)

7) Shipwright should be able to place a terminal like that at the Starport, so everyone can fix parts to there ships there and then. its a pain having a new part and having to travel to the starport to fix it, to find out it wont fit in your current setup

8) No Convertion for Shipwright XP to FS XP. why should all teh other crafting profs beable to and not us


All the things i've listed are in any order

Message Edited by Neogame on 04-08-2005 12:47 PM

Message Edited by Neogame on 04-08-2005 12:56 PM



Colonel Youngbull
Imperail ACE pilot for Hire
Master Carbineer, Master Bounty Hunter, ACE Imperial Pilot, Novice Pistoleer
Sar-larid
Fri Apr 08, 2005 5:15 am
#33


"I dislike the nerfs that have gone in for loot."


Likewise. I'm a little suprised so many complain that noone else is flying, yet the chances to loot a decent piece of equipment, like an engine with high speed, have simply been removed from the game.


...I'm sure THAT's going to bring more people into space, now that I have equipment that can NEVER be outdone by them.



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
Wyeth-SB
Fri Apr 08, 2005 7:57 am
#34


  • 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.




----------------------------------------------------------------------------------

R.I.P
- Wyeth (8/30/03-06/3/05) Master CorSec Pilot / Master Shipwright / Master Artisan / Master Merchant (ex-Master Weaponsmith)
Tombstone - Was one-shot incapped one time too many and never rose again.

R.I.P - Zadox (12/8/03-06/1/05) - Master Rifleman, Master Ranger, Master Scout (ex-Master Commando)
All accounts have been cancelled. Good luck to all that remain.

neutrineaux
Fri Apr 08, 2005 6:33 pm
#35

1. no conversion of shipwright xp to force sensitive xp. this really limits the time i can spend making parts, cause i want a jedi, too. it is really not fair, and completely inappropriate for us to be the only crafters with no conversion.


2. no way to "see" someone's ship component specs to work on new parts. no way to "work on" someone else's ship.


3. no good way to sort or store the massive amounts of resources required in our trade. we need a warehouse function with much more storage -- unlimited would be nice.


4. inability to compete with certain looted components, i.e. capacitors, PYR takes too many experimentation points, etc.


5. inability to see what a chassis looks like from the deed. this is especially troublesome for those chassis with multiple variants.


6. the interface option that averages the stats on resources has some problems and limitations. it does not factor in PE, for one thing. and wouldn't it be great if you could specify the experimental percentages and see the outcome listed on all your resource, rather than an average?


7. ship decay does not seem to drive much business our way. maybe due to the deep space issue, maybe due to lack of reasons to be flying regularly. maybe due to too low of a decay rate.


8. i wish there were more interconnection with other professions. tailors should make upholstry, armorsmiths make upgrades for armor, artisan electronic subcomponents should be in every part, etc. the crafting should be more complex, i think. subcomponents should require electronic controllers and other items from other appripriate professions.


i love being a shipwright. if i could have any one thing to improve my shipwright experience, it would be the ability to gain force sensitive xp. that is the main obstruction to my play as a shipwright for the past few weeks and for the foreseeable future.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


StumanKadir
Fri Apr 08, 2005 11:45 pm
#36

- Impossible to compete with looted parts except for a limited range of items,
- 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.
------------------

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




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

QuiJonOz
Sat Apr 09, 2005 9:56 am
#37

1) Generally speaking, crafted components are inferior to looted ones. I don't even bother to craft components that can be looted anymore. I think that Reverse Engineering should yield a limited use schematic rather than a component.


2) Discrimination against SWs regarding FS xp. We use skill points just like all of the other crafters, we should get to convert xp.


3) Unable to see chassis appearance during crafting. Very annoying given all of the variations of the privateer ships.



No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

Draconix71801
Tue Apr 12, 2005 3:29 am
#38

1: I think the resources on this craft is insane, I spend more time asking people to plant harvesters so I can build up my resource pool. I'm a crafter/pilot and I spend most of my time in space to pass time while my harvsters dig up whatever material I need for whatever tier, the other day I came across a post where they did the math on grinding or making ships and here are the stats:


  • 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.




Draconix on Bria
Elder Master Shipwright
Master Smuggler Alliance Pilot
DD Inc. Shipyards
Mos Eisley, Tatooine 4564 11 -4852
Baseball is wrong: a man with fourballs cannot walk
Draconix71801
Tue Apr 12, 2005 3:33 am
#39

Forgot to add one more thing and since this bloody board doesnt have a edit option here we go. Texture kits should have a viewing of what way the stripes or whatever the design maybe facing so pilots dont have to go "einnie miney moe catch a bantha by its toe and if it stomps on you let go" voila I picked out texture kit 3 and go slap it on and guess what IT SUCKS.....



Draconix on Bria
Elder Master Shipwright
Master Smuggler Alliance Pilot
DD Inc. Shipyards
Mos Eisley, Tatooine 4564 11 -4852
Baseball is wrong: a man with fourballs cannot walk
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