Shipwright Archive

Thread: Here is a Dev update on POB components, Asteroid resources, and the Y-8 Mining Ship

Yivvits
Mon Aug 29, 2005 1:09 pm
#66






Darth_Platypus wrote:


The turret change will affect all existing and new Y-8 ships---you will see that two new weapon slots are available to you in the component management screen. The bottom elevator button that currently takes you to the lower back turret now has two new options to take you to Front Turret 1 and 2. No new questing required.





DP - I haven't used my Y8 for some time now, but I know there were issues with putting mining lasers / tractors in certain slots... i.e. putting those items in certain slots means they won't fire. Sorry I don't have details, so if anyone else does, please post.


If this is by design, could we have some way of preventing us from loading those invalid options so we don't get into space only to find we need to land and reconfigure?


Perhaps this is a dead item... like I said, I haven't been mining for a while.


Thanks!
yivvits





Y i v v i t s
My words of wisdom to the developers: Fix, Improve, Never take away.


Listen to "Star Wars Galaxies with Yivvits and MrBubble"
Darth_Platypus
Mon Aug 29, 2005 1:52 pm
#67



Yivvits wrote:


Darth_Platypus wrote:

The
turret change will affect all existing and new Y-8 ships---you will see
that two new weapon slots are available to you in the component
management screen. The bottom elevator button that currently
takes you to the lower back turret now has two new options to take you
to Front Turret 1 and 2. No new questing required.


DP
- I haven't used my Y8 for some time now, but I know there were issues
with putting mining lasers / tractors in certain slots... i.e. putting
those items in certain slots means they won't fire. Sorry I don't have
details, so if anyone else does, please post.

If this is by
design, could we have some way of preventing us from loading those
invalid options so we don't get into space only to find we need to land
and reconfigure?

Perhaps this is a dead item... like I said, I haven't been mining for a while.

Thanks!
yivvits



All
5 weapon slots on the Y-8 are configured to take mining weapons,
tractor beams, and regular blaster weapons. If you find a weapon
that won't go in a slot, or that is non-functional when put into that
slot, please post the details here or in a separate thread so that I
can take a look at it on my side---issues like that are usually
isolated and only relate to certain items on certain ships.

---------------------------------------
William "Darth Platypus" Wallace
Game Designer
Star Wars Galaxies

CommTampers
Mon Aug 29, 2005 2:27 pm
#68

Might as well post my idea here. Why not give each gun/turret mount a sister slot that can only hold a tractor beam. IMO, this would allow for very efficient mining, though I have yet to seehow the upcoming fix will work. Too bad I have to be on leaveduring the POB fixes.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
Yalton
Mon Aug 29, 2005 2:55 pm
#69


CommTampers wrote:
Might as well post my idea here. Why not give each gun/turret mount a sister slot that can only hold a tractor beam. IMO, this would allow for very efficient mining, though I have yet to seehow the upcoming fix will work. Too bad I have to be on leaveduring the POB fixes.





I agree. This just makes the Y-8 the best PoB for an assult ship. The fact is doesn't have a loot box is the only thing that will keep some people from using it as a warship and not a mining ship. CommTam is righ that it is more tractor beams. I think the best thing would be to make those additional turrets Tractor beams ONLY. They won't be able to do any damage and with the effectiveness of a Mark 3 Mining laser and weapon overloads you don't need more mining lasers. You need more tractor beams to pull in the resources faster. The pilot gun using a mining laser is all you need. The other turrets could ahve expanded arcs of fire for defence and that would fix the problem of defence. Emphasis this is a Mining ship not a warship.
wildcat84
Mon Aug 29, 2005 3:24 pm
#70



Darth_Platypus wrote:


Yivvits wrote:


Darth_Platypus wrote:

The turret change will affect all existing and new Y-8 ships---you will see that two new weapon slots are available to you in the component management screen. The bottom elevator button that currently takes you to the lower back turret now has two new options to take you to Front Turret 1 and 2. No new questing required.


DP - I haven't used my Y8 for some time now, but I know there were issues with putting mining lasers / tractors in certain slots... i.e. putting those items in certain slots means they won't fire. Sorry I don't have details, so if anyone else does, please post.

If this is by design, could we have some way of preventing us from loading those invalid options so we don't get into space only to find we need to land and reconfigure?

Perhaps this is a dead item... like I said, I haven't been mining for a while.

Thanks!
yivvits



All 5 weapon slots on the Y-8 are configured to take mining weapons, tractor beams, and regular blaster weapons. If you find a weapon that won't go in a slot, or that is non-functional when put into that slot, please post the details here or in a separate thread so that I can take a look at it on my side---issues like that are usually isolated and only relate to certain items on certain ships.





What about the lack of a loot box on the Y-8? I'd love to see that added, as I see great potential for the Y-8 as a fighting ship as well.



00000000000000000000Feliis "Cat" Domesticus
00000000000000000000Jedi Master
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Elder Doctor/Combat Medic/Dancer
00000000000000000000
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0Ayala~ Jaackk~ Brurabacca
00000000000000000000Lekula~ Bbob~ Mikael~ Feliis'

00000000000000000000
00000000000000000000"The Duke would kill Chuck Norris
00000000000000000000with his revolver, and he'd never have to reload."
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zazo
Tue Aug 30, 2005 12:00 am
#71

is there an eta for publish 24?


ahm giddy like a schoolgirl



crap did i just say that outloud?



Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


Qui-Gonzalez
Tue Aug 30, 2005 12:06 am
#72






Red-Dwarf wrote:




Bertywoowoo wrote:

heres a question.....why not hotfix this??? gotta wait for a publish for a fix?




Ahh, the innocence, the innocence...


Any large scale changes need decent testing - not to devalue DP but it is possible (although highly unlikely) that by fixing this he could have broken something else (like say moving stuff up and down in other POB ships or even houses! or by fixing the schematics he did some other schem now has wrong components needed and will not accept the ones it needs)


TC needs time to test this and so do QA, and they can not test quick enough for a hotfix, hence hotfixes are only for things they absolutely have to have out immeadiately.


It'll be on TC soon (my guess is late this week coming, assuming the final fixes to pub 23 come quick and goes live smoothly, or it will be early the following week). You can then hook up with me or another master pilot and see the stuff in action.


I've already mined some stocks and will have some more done before this hits TC so should be able to start crafting straight away (I was going to be leveling a pilot, but ALL pilot squadrons are broke on TC right now - that's the sort of bug that we don't want to slip live because something is rushed)






Red, I usually find your posts informative from a TC players viewpoint. However, after having read this I have to ask...did you maintain a straight face while typing that first part out? They have continually IGNORED the TC players which is why I am removing TC from my PC.



Gonz
~ Eclipse's resident Stick-in-the-Mud!~
The "Edit" feature is of the Dark Side..

CommTampers
Tue Aug 30, 2005 9:37 am
#73

Might as well post another, potentially already pitched, suggestion. Why not alter the bolts that fire from a POB ship? Instead of firing small bolts, have them fire splash damage, like a sawed-off shotgun. As for the response to my previous post, I support letting people choose what to put in the slots, but allowing a tractor to go with each, as to have each gunner potentially controlling both a mining laser AND a tractor beam.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
Dronayus
Wed Aug 31, 2005 5:47 am
#74

Darth whats the ETA on having the fix for the Y-8 Mining Vessel pushed to live. You stated in a previous thread that you nixed the problem. This issue has been here since publish 18 broke the quest, that was 5 publishes ago. Are you going to wait to push the mission fix and turret changes in at once into live serversor push in one before the other?




ABDronayus BA
Dronayus Resources: Twilight's End, Naboo -3021, 5206
Kuunlad
Wed Aug 31, 2005 7:32 am
#75


edit: nevermind lost track on the publish numbers lol

Message Edited by Kuunlad on 08-31-200507:52 AM

Message Edited by Kuunlad on 08-31-2005 07:53 AM

StoneRook1
Wed Aug 31, 2005 2:52 pm
#76

not working in pub 23. stuck at "find the waypoint" mission.



"A great game cannot be destroyed from the outside, it can only be destroyed from the inside..."


IIscandar
Thu Sep 01, 2005 2:10 pm
#77

I don't think this fix was scheduled for 23. I think you can better expect it in 24. I'll go back through this thread and put any additional info into the top post.

here is the quote :





Darth_Platypus wrote:


MeciniaLua wrote:

I like the changes to MP ships.

The Millenium Falcon took on dozens of TIE Interceptors, Tie Fighters, etc at various times and came out on top. The MP ships have been underpowered for some time, good to see them getting attention.

Sadly no comment on the Y-8, sounds good changes. However due to the bugged nature of the mission to get them, I can't get one .



That will change with Pub. 24 as well. I just finished testing my fixes to the protect the convoy mission that was busted in the Y-8 sequence on my test server here, and it seems to work like a charm now. Y-8s for everyone!

Now to see about that move up/down bug in the Y8 interior...






So yeah pub 24 is the one to watch for

Message Edited by IIscandar on 09-01-2005 04:15 PM

Ralfire
Fri Sep 02, 2005 12:44 am
#78






StoneRook1 wrote:

not working in pub 23. stuck at "find the waypoint" mission.




QFE
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