Shipwright Archive
Thread: Shipwright Profession Issues August 2005
1) I love the idea of a hangar for customization! I so want a building or open area I can go into and pull, add parts, and see how I am affecting the ship. And the ability to have my crafting droids running around in there with me, moving parts or "working" on the ship (animations.) Possible solutions that would make the hangar worthwhile:
- Any level SW should be able to have one. Just need to purchase and place. It might be more difficult if you aren't a Master SW, especially if takes quite a number of lots from mining equipment, but that is the trade-off. You could even have multiple sized pads that could only accomodate up to a certain mass (i.e. 20k, 50k, 100k, 150k, 200k, Unlimited) with appropriate lot size configurations (maybe starting with 1 and moving up to 6)
- Landing at a pad could only be done from space. The pilot would bring up a landing dialogue, and enter or drag in the waypoint of the pad. If the pad wasn't big enough or was already occupied (only one ship per pad), the pilot would be denied immediately. If not denied, the system would verify with the administration of the pad. If the pilot was on the accepted list, they could land (There is a danger here, in that if the pilot lands and then signs off, the owner of the pad can't move the ship -- probably a reason not to put people on the accepted list.) If not, it would send a request to the owner of the pad. If the owner was not online, or they denied the request .. no landing. If they click yes .. then you can land. This would solve the problem of a SW moving his pad, since only the waypoint of the pad would have to be stored. If your waypoint didn't match ... denied. Of course, it would also mean that all SW pads would be 'private'. Also, a SW could charge a pad fee (hourly, for ships using the pad.)
- I really like the idea of all parts in the hangar storage being accessible (not just the ones in inventory) for the management screen of the docked ship. (Thanks to CommTampers)
- Ships docked on an SW pad should be transferrable. Meaning I could configure a ship and then transfer it (as if it was in my inventory) to another player, or vice-versa. That way I could build and configure the ship, and then trade it to the player, who could then take off in it and go elsewhere. Also, as was mentioned, I should be able to modify someone's ship while they are on the pad (and with their permission)
- Shipwright hangers should be able to be placed anywhere you can place a house. Since, I propose they are not public structures, not anyone could just land (not to mention only one ship can occupy at a time.)
- As a side note, ZeroEffect's suggestion for instanced hangars is a nice one two. I think it wouldn't be bad to have both. But forced to a choice, I would want the SW hangar.
2) Ship Chassis configuration would be nice too, as was mentioned. Being able to remove mass/hardpoints for the purpose of increasing YPR or speed modifiers. Although this could get tricky, when trying to balance the game.
3) One of my biggest concerns, is the idea that I will max out on skills. I would like to know that I could keep getting better and better at my craft, even if it takes a long time. Some suggestions:
- Master Shipwright +1, +2, +3, etc. Each level costing more and more xp (exponentially), and giving a modest bonus to skills across the board (say +5)
- Specialization. After Master Shipwright, allowing the player to develop one specialization line that gives further bonuses when working with those components (i.e. - Engines) As I work on engines I learn advanced engine xp that allows me to buy skills that give me bonuses to building/RE engines. That way, I can distinguish myself as not just a shipwright, but perhaps Master Shipwright, ES3 (Engine Specialist 3) ... or Master Shipwright, AS2 (Armor Specialist 2). This is my favorite out of all of them.
- Prestige points, much like pilots. Extra experience beyond Master Shipwright, which I can use. One such use might be converting the prestige points to skill tapes (never used them, so be forgiving.) I am imagining something that would allow me to use extra XP and convert it to skill bonuses.
4) Definitely some kind of helper interface, to be used to help other players configure their ships. Would be very valuable. I don't know how many times I have had to work through explaining a 'first time' management user through the process. I don't mind it. Just would make the experience easier and more pleasant.
-Marcolo
If we can subtract hardpoints/mass for speed/pyr accel, why not be able to double up on hardpoints and deduct from another value?
Also, when in the crafting window, the window only shows a picture of a blueprint
. Why not show a picture of a completed chassie as they appear in the data menu? This would be great for the multi-style ships like the dunelizzard.
A suggestion for the problem of the types of ships not showing in the deed.
Take the Shuttle Call device from the Venues menu and adapt it to the Shipwrights
We should be able to find a nice wide space outside our shops and call all of the different types of ships one at a time. They would be available only one at a time and would just sit there like the shuttles and freighters do now. This would allow the best of a couple of worlds. It would be a LARGE advertisement in the area of the Shipwright's presence AND it would allow prospective clients to view all of the ships prior to purchase, you know take a look and kick the tires so to speak.....
Z'tir
Master Shipwright
Master Merchant
Owned by every Kreetle on Tattoine.
- Firespray and other chassis- The Firespray is already out there but you could add new chassis types
- "Super" subcomponents - These could include the much requested PYR component or hybrid subcomponents that combine the effects of 2 components such as aweapon component that increases both the min and max damage or increases refire without increasing energy per shot.
- Capital Ship components - If the rumors are true that there might be player controlled capital ships this would provide the mechanism to get the schematics into the game.
You would have to aquire the disks sequentually and the amount of the XP required to get the next disk would increase. You alsomight need a time limit between when you retrieve the disks to prevent farming, say once every 7 days. Here's an example of how it might work:
Super QuickFire(Increase refire without increasingenergy per shot) - Takes 3 disks
- Disk 1 - 250k XP
- Disk 2 - 500k XP and 1 weeks time since Disk 1 was aquired
- Disk 3 - 750k XP and1 weeks time since Disk 2 was aquired
- Put all 3 disks in Component Analyzer and out pops a 3-6 use schematic. This could include multiple named resources or asteroid resources.
This comes out to 1.5 million XP and 2 weeks time. You would need to play around with the amount of XP and disks required to keep these somewhat rare and make sure the schematics are worth the effort but this is just an example.
Makes a lot of sense to me...
VanillaGuerilla wrote:
Here are my suggestions:
Change RE disk drops to skill tapes
I would like to see the disks that drop change from Firespray Disks to skill tapes. After all the concept of reverse engineering is taking apart several similar items to make one super item. The skill tape would depend on what you are trying to RE at the time (engines woulddrop engine tape, etc) and you would have a chance at a super "general assembly" tape that could be used across all branches.
Trade in XP for schematic disks
If the RE drop is changed to skill tapes people should have the ability to trade to trade in XP for schematics disks. You wouldgo to the shipwright trainer and ask to get a schematic disk for certain amount of XP. The disks would work the same as the Firespray disks in that you may need to collect a certain number of them to complete the schematic and it would belimited use like the Firespray.Once theschematic is used up youwould have to start all over to get another one. Here are some ideas for schematics:
- Firespray and other chassis- The Firespray is already out there but you could add new chassis types
- "Super" subcomponents - These could include the much requested PYR component or hybrid subcomponents that combine the effects of 2 components such as aweapon component that increases both the min and max damage or increases refire without increasing energy per shot.
- Capital Ship components - If the rumors are true that there might be player controlled capital ships this would provide the mechanism to get the schematics into the game.
You would have to aquire the disks sequentually and the amount of the XP required to get the next disk would increase. You alsomight need a time limit between when you retrieve the disks to prevent farming, say once every 7 days. Here's an example of how it might work:
Super QuickFire(Increase refire without increasingenergy per shot) - Takes 3 disks
- Disk 1 - 250k XP
- Disk 2 - 500k XP and 1 weeks time since Disk 1 was aquired
- Disk 3 - 750k XP and1 weeks time since Disk 2 was aquired
- Put all 3 disks in Component Analyzer and out pops a 3-6 use schematic. This could include multiple named resources or asteroid resources.
This comes out to 1.5 million XP and 2 weeks time. You would need to play around with the amount of XP and disks required to keep these somewhat rare and make sure the schematics are worth the effort but this is just an example.
from the old stickied thread:
How about something small and easy to do, like oh I don't know... give us the Imperial TIE fighter gun sound?
What's with this dumb sound for the green blasters? Is this some other Clone Wars "relic?" Why can't we imperials get our original Imperial sound that TIE fighters and Interceptors used in 4-6? After all, this game is SUPPOSED to be set between 4 and 5. And Space really is one of the last places where the Star Wars atmosphere remains in-tact. However, something as small as the TIE fighter blaster noise change has really thrown the atmosphere off. Rebels get that red laser sound from the originals, they get to keep that. Why can't Imperials have their sound? It was like a trademark blaster fire, when you heard that sound in the movies, you'd KNOW there were TIE fighters about. Can we PLEASE have it?
Albazz.
I enjoy a lot RE.
Just one question:
SW have very few chance to get a KSE disc. Once the8 gathered, we can craft Firesprays.
Assuming new ROTW ships seems better for most of pilots, Firespray is not as good as we can except because of difficulty to make it. My customers are pilot, not collectioners!
One mission filled: 1 high end ship deed VS Tons of RE session, tons of ressources: few good ships.
Don t you think there is a problem?