Shipwright Archive
Thread: master shipwrights dont know jack
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TheLemming
Sun Oct 31, 2004 4:37 am
#27
I would say that it has more to do with them not having much time to play pilots rather than the speed that they mastered SW with.
When I first mastered WS, I really didn't know what to do with a lot of weapons. Scopes or not, stocks or not, experiment on the ham or the range on the scopes, etc. As a result, I was a piss poor WS and didn't make it very far. Then I did my insane holo grind, and actually came out the better for it. Mastering each and every combat profession (keeping many of them for a while to learn how they worked as well) showed me what was most helpful to each weapon, which kinds of weapons were best for general use, what weapons/components are best suited to what style of play within each profession, etc. This experience not only allows me to stock my vendors with the best all around products, but also alows me to know what to ask a player (what he likes to do, how he plays, etc) to create a better custom order.
The problem is that not all the SWs were in beta, so they haven't had much time to get out into space and see what's important to each component...especially with how many have had to stock like mad. So you get a SW putting points into hull instead of mass on a chassis. It's only been a few days. Once they've had time to get customer feedback and actually do some piloting themselves they'll learn much more of what they need to know.
When I first mastered WS, I really didn't know what to do with a lot of weapons. Scopes or not, stocks or not, experiment on the ham or the range on the scopes, etc. As a result, I was a piss poor WS and didn't make it very far. Then I did my insane holo grind, and actually came out the better for it. Mastering each and every combat profession (keeping many of them for a while to learn how they worked as well) showed me what was most helpful to each weapon, which kinds of weapons were best for general use, what weapons/components are best suited to what style of play within each profession, etc. This experience not only allows me to stock my vendors with the best all around products, but also alows me to know what to ask a player (what he likes to do, how he plays, etc) to create a better custom order.
The problem is that not all the SWs were in beta, so they haven't had much time to get out into space and see what's important to each component...especially with how many have had to stock like mad. So you get a SW putting points into hull instead of mass on a chassis. It's only been a few days. Once they've had time to get customer feedback and actually do some piloting themselves they'll learn much more of what they need to know.
Starcloud
Sun Oct 31, 2004 1:01 pm
#28
Hmm... I would think that if it takes 8 exp points to drop capacitor drain rates by one point, then the resources being used are, well, terrible resources for that particular line of experimentation.
At the end of Beta, I was consistently lowering the capacitor drain per shot by about .2 to .3 per experimentation point.
If it's changed since then, less effect with equivalent resources, someone needs to remind the developers *why* we got 15 points to experiment on weapons.
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