Shipwright Archive

Thread: Shipwright Profession Issues August 2005

werehere
Mon Jul 11, 2005 8:28 am
#53

I love all these ideas espeacaly the hanger one



  • Suggestion: Allow for the creation of limited schematics for completed assemblies. If a shipwright has amazing success at experimenting on a blaster for instance, they could be allowed to make a run of 10 of that item. This would require a factory made crate of whatever sub component was used so the stats would be identical. This ability to create factory schematics could be tied to shipwright boxes (2count per tier and 2 for master 10 total), or it could be a “master only” ability.


  • Suggestion 3: Create a Starship Hanger structure. This special building would allow a player’s ship to be worked on in a traditional monkey wrench kind of way. This might be difficult with the larger ships such as YT-1300, but could be possible. It would need to be the size of a generic guildhall with both floors above ground and opened as one giant space. Not only would this allow the same interaction with the pilot’s ship as a terminal, but would also grant both the shipwright and the pilot the ability to see the ship on the ground. This would also allow for a very starwarsy walk around your ship experience. It could also provide a preview of texture kits, and or paint kits. These buildings could have a high storage limit (500 – 1000) items and a “master shipwright” only requirement. When a shipwright is present in their hanger, they can register on the planetary map as open for business. Players could see right away where to go to have their ships customized.

  • Suggestion 2: Create a new painting that shows all the ship chassis and their different styles. This could be one giant painting that has all the ships, or one for each faction. Not only would this allow a player to see what the ships look like in game before buying them, but would also add a nice new item for shipwrights to seek out from other players.

  • Suggestion 2: Modify deep space so that only damage from PVP is repairable with no decay upon death. This would still allow damage from pvp deaths in other sectors to be repaired, but would not allow PVE death damage to be repaired without decay.

  • kazzabev master sw and freelance ace
  • werehere
    Mon Jul 11, 2005 8:55 am
    #54

    The hanger should not be player city based but most people will since it would help your city alot .Also it should take as many lots as a guildhall and lots of storage. can only hold one pob or two fighters . one idea for a hanger is to have underground so it goes into the hillside this would be great for saving space.And then you could have the regular kind were it is just like the one in a new hope seen with jabba. THere is plenty of room even on bria to put one if it is landable from space. Or like a shuttle port but not launchable from there. THat is the tough one how to get your ship there while landing there and traveling there are totally awsome!!!!!! THe more pratical thing would impiment the datapad terminal at the hanger and unload it into the real hanger then look at it . BUt i wan to be able to land it. Should be master sw only and tier 3 up i do not care i am master sw and freelance ace. THere should be a general one the hillside one , A tat a naboo and a corialian one .


    kazzabev master sw and freelance ace


    werehere
    Mon Jul 11, 2005 10:49 am
    #55

    I
    so want a hanger
    CommTampers
    Mon Jul 11, 2005 4:25 pm
    #56


    Yes, the hanger is a good idea, and it's been pitched several times before. I also support equivilents for other crafting professions, like a forge for a weaponsmith or a Laboratory for Bio Engineers.


    While I'm at it, here's another idea: to the admin, any resouces and subcomponentsthat are stored in the building (hanger)should automatically load to the crafting hopper when the tools are booted upso that the crafter doesn't have to search the building for that one lastresource.





    Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
    IIscandar
    Tue Jul 12, 2005 11:51 am
    #57

    you don't have to bump a sticky
    Slysix
    Tue Jul 12, 2005 3:53 pm
    #58

    Decay rate is a bit high (10% of repair).
    Reducing the decay rate to 1% might make it more viable for pilots to operate in a decay enabled environment.

    JediNg
    Tue Jul 12, 2005 5:30 pm
    #59

    I'd just like to see the reactor energy drain bug for RE fixed O_o



    Ritha Egasiso - 12 experiment point Master Weaponsmith.
    To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
    You said that humanity never asked itself why it deserved to survive. Maybe you don't?
    Stand by, FTL.
    On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
    Cphopp
    Tue Jul 12, 2005 5:42 pm
    #60

    What players dislike about Shipwright:


    Lack of 100% Factory Support





    • With factors such as large resource requirement to master, high inventory costs, and the requirement to hand craft most items, the demand for high quality crafted components is very healthy. Due to this demand, keeping a successful shipwright vendor stocked is a daunting task. Some shipwrights spend hours a day doing nothing but crafting for the weekend rush.

    • Discourages shipwrights who want to be successful from spending time playing additional professions.


    • Shipwrights wish they could replicate items that have 2 or more “amazing” successes.


    • Suggestion: Allow for the creation of limited schematics for completed assemblies. If a shipwright has amazing success at experimenting on a blaster for instance, they could be allowed to make a run of 10 of that item. This would require a factory made crate of whatever sub component was used so the stats would be identical. This ability to create factory schematics could be tied to shipwright boxes (2count per tier and 2 for master 10 total), or it could be a “master only” ability.

    Would definatly be something to look into imo. It would definatly not be easy to code so you can get the schematic for your subcomponent along with the 10 use or however many of the main part, but it would definatly be a nice feature.





    Unable to view or work on another player’s ship




    • Shipwrights often find themselves in an instructional role when working with players. Many questions must be asked to determine what a pilot is actually able to put in a ship. Mass of chassis, mass in use, mass of parts to be replaced, max reactor generation, energy drain of components to be replaced are some of the items you must know. If a pilot just wants to see if you can do better than their current components a complete rundown of the pilot’s parts must be done in chat. Mass and other calculations must be done out of game on paper or in a spreadsheet.


    • Suggestion 1: Create an interface between the shipwright and the pilot’s datapad view of the starship or a trade type window that lists chassis & component stats. At a minimum this would allow a shipwright to view the current stats of a pilot’s starship and components. Many calculations would still need to be done by hand, but this would eliminate the 100 questions session just to determine the starting point.

    Suggestion 1 appeals to me the most. With the flood of new players coming in from ROTW and all the total experience players there are a LOT of quetions that fly back n forth. Yes, we all leared it the hard way...and someone had to explain it to us, and eventually we got it ( well most of us lol ). But the fact is many pilots just want to get to master and THEN start having fun. Sad i think, but is the current situation. Or at lest they want 4xxx so they can fly the JSF ect.




    Players unable to view what a chassis looks like before purchasing




    • Playersare unable see what a given chassis will look like before they buy and generate it. They must leave the game and view pictures of the ships on the web to decide what they want or just hope for the best on what the different styles look like.


    No Force sensitive point conversion




    • Many shipwrights feel they should be able to convert shipwright experience to force crafting experience. It is the only crafting profession that does not allow for conversion.

    Not the biggest deal I think. Its not all that hard to window out while you are in a shop or browsing the bazaar. But wouldn't be to hard to implement I wouldn't think, so definatly a "throw em a bone" sorta thing =).




    Using Deep Space to minimize decay to starship components during repairs




    • There are many confirmed cases of Pilots PVP or PVE'ing in sectors other than deep space, travelling to deep space and using that sector to repair with. Rather than the full decay that would take place on these components with a full repair at a regular station, these pilots are only receiving the decay from 25% repairs so they can then travel to deep space to repair the rest. While no decay for deep spacewas a solution to encourage pvp, it does not seem that it was intended to bypass the normal repair process for combat in other sectors. This is having an effect on business from Master pilots who can go much longer than intended without replacing components due to repair decay.


    • Suggestion 1: Modify deep space to only allow damage from death in that system to be repaired without decay. Any damage a ship has when it enters deep space will not be repairable without decay.

    • Suggestion 2: Modify deep space so that only damage from PVP is repairable with no decay upon death. This would still allow damage from pvp deaths in other sectors to be repaired, but would not allow PVE death damage to be repaired without decay.


    • Suggestion 3: Modify deep space so that damaged ships are unable to enter. A warning npc sends a message to the pilot saying they won't last long in deep space with dmg and suggests they get repairs before going there.

    Now as a pilot myself....I just CANNOT AT ALL...in NO way support something like this. I'm sorry if I come across as a bit rude to those playing on a lower population server where all the newer players arn't going, but I have trouble keeping parts in stock, and I am most definatly not the cheapest SW out there. I consider my bellub ( my PvPer ) near perfect. Now granted I have not played SWG ALL that long ( 154 days logged )...I have several parts in the bellub REd from origional parts from when I was doctor/IDer/entertainer nuetral and RSF my very first pilot profession. I absolutly know there are people who have played since day one that still use parts that are over 2 years old now ( most notably droid interfaces ). It has been beaten to death so many times that there are just certain components we cannot compete with as far as crafted v. looted REd.


    I really hope something like this does not come about...and I again don't want to seem overbearing, but I'm alerting the pilot community....if there isn't already a post about this one...about the shinanigans lol.


    That is all =)



    Chop's Shop *** 90 , 6100 *** 700m from Nym's : Lok
    Bria : WRATH : Cphopp : Pre-CU Bounty Hunter Extraordinaire
    Xafen:Master Shipright:12 pt Master Droid Engineer:Master Artisan:Merchant
    Previously Cphopp 70 Wizard of Kane Bayle : EVOLUTIA

    werehere
    Tue Jul 12, 2005 7:22 pm
    #61

    a hanger would be more ethical because you can have a custermer fly in how would you like to go to the custermer then at a starport work then go to your crafting station make it come back to the starport , Howabout this they fly to your shop wich can hold three ships or one pob and one ship or something like this they leave their ship their untile it is done and then they come and pick it up. A hanger could to save space go into the side of a hill and buildings still can go onto but not many spots left for a hanger so why not have them go straight into the hill and have rooms of to the side. Also a hanger can be on top of the ground and look like the hanger from a new hope on tat. A hanger can be a place were a shipwright can store his parts , resources crafting station . This would have a storage of like 500 and take up 5 lots .And a hanger could give you bonuses to crafting and repairing in a hanger does half decay but shipwrights can charge a fee and this repair would take like 20 minutes or something . When capitol ships come out you could also come out with big hangers witha limit of 1 per planet or something like that were it would take like a few days to repair and shipwright would have to log in for like a half hour a day and do work on it like making sub component repair kits witch repair a part of a component and may take three differnt kinds to repair one capitol shp part.


    kazzabev master sw and freelance ace

    idolatry
    Tue Jul 12, 2005 8:12 pm
    #62




    IIscandar wrote:



    Greetings Shipwrights,


    Using Deep Space to minimize decay to starship components during repairs




    • There are many confirmed cases of Pilots PVP or PVE'ing in sectors other than deep space, travelling to deep space and using that sector to repair with. Rather than the full decay that would take place on these components with a full repair at a regular station, these pilots are only receiving the decay from 25% repairs so they can then travel to deep space to repair the rest. While no decay for deep spacewas a solution to encourage pvp, it does not seem that it was intended to bypass the normal repair process for combat in other sectors. This is having an effect on business from Master pilots who can go much longer than intended without replacing components due to repair decay.


    • Suggestion 1: Modify deep space to only allow damage from death in that system to be repaired without decay. Any damage a ship has when it enters deep space will not be repairable without decay.


    • Suggestion 2: Modify deep space so that only damage from PVP is repairable with no decay upon death. This would still allow damage from pvp deaths in other sectors to be repaired, but would not allow PVE death damage to be repaired without decay.


    • Suggestion 3: Modify deep space so that damaged ships are unable to enter. A warning npc sends a message to the pilot saying they won't last long in deep space with dmg and suggests they get repairs before going there.

    Message Edited by IIscandar on 06-02-2005 10:28 AM




    Interesting discussion going on here about using DS to repair.


    Suggestion from Pilots is to raise/implement a Prestige cost for repairing in DS. Leave the entry cost at 30k, but allow repair of a ship only after paying 1-10 million prestige. That gives pilots something to actually spend prestige on, and limits those repairs to only dire circumstances where their nicest loot may suffer decay.


    Can we add that as a suggestion?





    -------------------------------------------------------------------------
    Eliane Quickblade - "You can't take the sky from me..."
    Elder Shipwright/Master Pilot - Imperial 6th Wing Forums

    ...Pilot is the alpha class
    Tartuffe
    Wed Jul 13, 2005 12:06 am
    #63






    CommTampers wrote:


    While I'm at it, here's another idea: to the admin, any resouces and subcomponentsthat are stored in the building (hanger)should automatically load to the crafting hopper when the tools are booted upso that the crafter doesn't have to search the building for that one lastresource.








    This is a GREAT idea



    IGN: Montu Krell
    Please offer all auction winnings to vendor at 1436, 8, -2385 on Dantooine
    Oel
    Sat Jul 16, 2005 6:51 am
    #64


    you want an issue? I got your issue right here!


    ULTIMATE WEAPONSMITH = +25 weapon experimentation +25 weapon assembly


    ULTIMATE DROID ENGINEER = +25 droid experimentation +25 droid assembly


    ULTIMATE ARMORSMITH = +25 armor experimentation +25 armor assembly


    ULTIMATE CHEF = +25 chef experimentation +25 chef assembly


    ULTIMATE TAILOR = +25 clothing experimentation +25 clothing assembly


    ULTIMATE ARCHITECT = +25 structure experimentation +25 structure assembly



    ULTIMATE SHIPWRIGHT = +25 engine experimentation +25 engine assembly +25 chassis experimentation +25 chassis assembly +25 booster experimentation +25 booster assembly +25power systems experimentation +25 power systems assembly +25shield experimentation +25 shield assembly +25weapon experimentation +25 weapon assembly


    need i say more?



    OEL NUMBER'NINE
    ggggggggggcgggggggggg
    MASTER OF WOOKIEE ARMOR DESIGN
    Mos Kashyyyk's Finest Armor Tatooine -6671 -5192
    Wonkster
    Sun Jul 17, 2005 6:10 am
    #65

    I think personally, shipwrights should be able to modify chassis more, ie add or take away hard points for weapons which would decrease/increase pyr and mass, .same with missiles. more customization is nneeded.

    examples.

    1. I have a xwing. 3 weapon ports one missile. i want to have really good pyr on it. so i sacrifice 2 weapon ports and get, say, a 20% increase in my pyr.
    2. Same xwing, but i want to put my uber fast laser in it. it wont fit. so i see a shippy who then mods my x-wing, and now i can take 2 weapon ports but no missiles. but my mass has increased by about 20%, so my big ass laser can now fit

    I want MORE chassis too. I want to build a lamba shuttle or a gunship. even a transport(and mod it so it has big ass guns on it)

    Ability to modify player ships already loaded out. A tweaking element on crafted and looted engines, like re, but enable you to do a tempery tune, which woould last for a while much like a power up or a buff

    Being a shippy and building all the components and the ship should enable us to edit it, and truley customize a ship.
    Page 5 of 7