Shipwright Archive
Thread: Report on the state of the Shipwright Profession Issues April 2005
IIscandar wrote:
>OK I'm editing this because I'm either blind or its just been added as its been somewhat answered...
>but now you have an issue where you would only be able to place multiple engines if they are the same stats which without factories is near impossible to do but >this also affect players by making looted engines worthless in some chassis since you are not going to find looted parts with the same stats.
The idea of multiple engines would only be really usefull in larger ships. These ships do not benefit as much from the super nice loot engines since the ypr limits on the chassis make the high ypr engine less effective. Your right though, without at least limited factory support (10 count schematics also mentioned in the post) creating engines with the same stats would be very difficult. If limited 100% factory support was added it wouldopen up crafted engines to a new market yet still allow for loot engines to be used in single engine craft.
Alyxian wrote:
IIscandar wrote:
>OK I'm editing this because I'm either blind or its just been added as its been somewhat answered...
>but now you have an issue where you would only be able to place multiple engines if they are the same stats which without factories is near impossible to do but >this also affect players by making looted engines worthless in some chassis since you are not going to find looted parts with the same stats.
The idea of multiple engines would only be really usefull in larger ships. These ships do not benefit as much from the super nice loot engines since the ypr limits on the chassis make the high ypr engine less effective. Your right though, without at least limited factory support (10 count schematics also mentioned in the post) creating engines with the same stats would be very difficult. If limited 100% factory support was added it wouldopen up crafted engines to a new market yet still allow for loot engines to be used in single engine craft.
Just because my car has 4 tailpipes visible does not mean it has 4 engines
Message Edited by IIscandar on 04-14-2005 04:42 PM
IIscandar wrote:
Ok, I'm sending this on now. I can always add something later if needed, but for now it seems to bring most of our issues to the attention of the devs.
Feel free to keep expressing issues here for now. Especially your thoughts on PVP no decay in Deep Space being a problem for sales!
Um, I guess I would kind of agree here, I have super minimal decay. If I am damaged, I head to deepspace and hyper home. If I die, repair 25%, head to deepspace, and then home.
If you take the time to head to DS each time, you are effectivly very low decay.
Sub comps are a decent solution. They have worked very well on the ground game for getting better weapons and armour, and I think would have a decent chance in space.
joinrdy wrote:
the ultimate benifitt of DS, even with no decay, would be the introduction of uber subcomponets in DS, and kessel, with random drops in other areas this would bring them to us, for parts, not to mention generate a whole new market for "teh uber Hunters/Buyers"
I've kept pretty good records on the average values for loot by level and the ones folks are unhappy with are the ones were the values don't increase by level -- each level being a bit higher than the last. So an easy fix for, say boosters, capacitors and engines might be to swap the even and odd level tables (or calculations) that drive the loot and crafting systems. For example, make the table for level three capacitors the level two table and the level two table the level three table.
Alyxian wrote:
IIscandar wrote:
Ok, I'm sending this on now. I can always add something later if needed, but for now it seems to bring most of our issues to the attention of the devs.
Feel free to keep expressing issues here for now. Especially your thoughts on PVP no decay in Deep Space being a problem for sales!
>>Um, I guess I would kind of agree here, I have super minimal decay. If I am damaged, I head to deepspace and hyper home. If I die, repair 25%, head to >>deepspace, and then home.
>>If you take the time to head to DS each time, you are effectivly very low decay.
I'll figure out a way to fit that in, that doesn't feel like something that was intended.
Message Edited by IIscandar on 04-14-2005 11:33 PM
i think full unconditional factory support is in order. The massive resource costs i think will limit nearly all schematics. To run a ful lfactory run of say reactors requires millions of resources that simply arent possible.
IIscandar wrote:
Are ok with the changes to the draft then?
Yeah, just don't forget the boosters, ![]()
I only use a level 4 most of the time, for mass concerns, but it really should be included as a trio(Boosters, Capacitors, Engines).
I was thinking about this...
The idea with the different engines is somewhat flawed. Lets think of this realistically. If you had two or more engines with different properties wouldn't that make it impossible to control the ship? What is the actual benefit to having more than one engine? I dont understand the logic behind this other than having a place to sink another component into a chassis.
OK I'm editing this because I'm either blind or its just been added as its been somewhat answered...
but now you have an issue where you would only be able to place multiple engines if they are the same stats which without factories is near impossible to do but this also affect players by making looted engines worthless in some chassis since you are not going to find looted parts with the same stats.
I think that the best bet is to stick to allowing more components in POB ships. the starfighters dont need the extra parts.
Message Edited by gojimbogo on 04-14-2005 02:57 PM