Shipwright Archive
Thread: Shipwright Profession Issues August 2005
I love all these ideas espeacaly the hanger one
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
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.
Reducing the decay rate to 1% might make it more viable for pilots to operate in a decay enabled environment.
- 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.
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
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?
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.
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
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.