Shipwright Archive
Thread: Updated Shipwright Issues and Bugs (Oct 29 2004)
Kilun wrote:
Using Mass Reducing items, for example Reactor Limiter or Mass Reduction Kits, are very unbalanced past level one, compared to the +ones of the same.
I can echo this concern. Higher level products are generally not worth the added mass, even if you use a mass reducer. Mark 2 armor panels maxed out for armor HP are about 650 HP and 2500 mass. Making a Mark 3 armor panel with mass reducer produces armor with about 750 HP and 5K+ mass. Hmmmm.... which one would you choose?
In short, the performance on higher level products does not comport with the mass increase that accompanies them. I've got Tier 4 customers running aroundwith level3 and 5 components. They can't bring themselves to use the advanced components (excpet for maybe the sheilds).
Another issue that REALLY needs to be addressed is the fact that under NO CIRCUMSTANCES can a shipwright craft a booster, capacitor or engine that can compete with NON-RE'd loot components of the same level.
As a matter of fact, most level 5 and lower loot components are FAR SUPERIOR to level 7 and higher crafted components. It's not even close.
Here's another one:
Why are we the only profession which needs an additional set of XP for their master box (only ground based, Skill Point using profession, I mean)?An additional 200k? That's another 10 tier 4 ships, at a cost of 320k more steel, 160k more ore, 80k more everything else. If we're getting hosed, how come everyone else isn't?
KabaI wrote:
Here's another one:
Why are we the only profession which needs an additional set of XP for their master box (only ground based, Skill Point using profession, I mean)?An additional 200k? That's another 10 tier 4 ships, at a cost of 320k more steel, 160k more ore, 80k more everything else. If we're getting hosed, how come everyone else isn't?
- When the dialog box is displayed for entering the re-engineered component's name, there is no information displayed for the final item stats (the window that showed the stats is closes). It would be nice if we could use the code for the item naming dialog box used in normal crafting.
- The name checking code for re-engineered components is too sensitive. The only names I've been able to have accepted are simple, short one word names. We should be able to name the item anything allowed by the normal crafting process.
- Ships in the same tier can often have vastly different mass capacities. Sometimes several times what other ships do. Is this intended?
Example: Ywing ~150,000 Mass, Tie Fighter ~20,000.
Mass differentiation is per tier AND per-role. So in the above, the Y-wing is a bomber, so has vastly more mass than the fighter (TIE).
Better comparison to illustrate is by role:
Bomber:
tier1 Ywing (150k)
Tier2 Ywing longprobe (170k)
Tier3 Tie Bomber (190k)
Master B-wing (220k?)
I don't have all the ship numbers, or I'd write the list. When you compare it like this, you see things like:
Interceptor
Tie interceptor (tier3, 50k)
A-wing (tier4, 65k)
Which is the dev design, and why imps get 'shafted' (lower tier interceptor, less mass allowance than higher tier interceptor, even though it's nearly a quarter of the tier3 bomber mass allowance).
When you do this, you ALSO see that privateers got the dirty end of the stick. Their bombers are all significantly less than alliance or imperial bombers, and similar situation per-tier-per-role for their other fighters. 'increased flexibility' in the form of more weapon or ordinance hardpoints is (IMO) irrelevant when you don't have the mass to fill them with equivalent tier gear, especially when the higher tier usually has the max damage of the one below it as ITS min damage (tier1 330-440, tier2 450-900, say, with made-up numbers). So having 3 weapon slots that you have to fill with one to two tiers lower equipment isn't giving you anything but the illusion of 'more firepower' than the guy that has just one hardpoint AT that tier. (tier1 330-440, tier2 450-900, tier3 1000-1500... The guy with three tier1 weapons isn't doing any better than the guy with one tier3 weapon. And usually he won't have the mass for 3x tier2 weapons, or god forbid, 3x tier3 weapons).
Armor display on the HUD only shows the hitpoints as a percentage, not the amount of armor. The reason is the HUD (more specifically your component status portion) only displays the hitpoints of your components as a percentage. The problem is the hitpoint stat never degrades on armor, and thus your armor displays 100% even though it could potentially be knocked out.
The 'target info' screen won't show it correctly, but at least on the owner's HUD he can see his shield 'orange bars' going away when he gets hurt. Players rarely target themselves (ctrl-1) to see the target info on their own ship, so this mostly affects the group displays, yes?
Crafted engine stats changing when put in the ship and removed. Not confirmed
Confirmed, but not a bug. The stats that change are pitch/roll/yaw ACCELERATION. The maxes never change. Nor does the hardcapped speed (though the effective speed is also changed, per chassis type). This was put in during beta for chassis differentiation.
So an engine with experimented values of:
49 pitch accel
49 yaw accel
49 roll accel
49 pitch max
49 yaw max
49 roll max
60 max speed
Put that into a tie bomber, the three accel numbers will go down (to either 60 or 40, I misremember which). The max speed will still list 60 (but the max speed will be as if the number were around 10 lower, so 500 space speed in a bomber).
Take the engine out, and the adjusted stats will still read:
40 pitch accel
40 yaw accel
40 roll accel
49 pitch max
49 yaw max
49 roll max
60 max speed
Put it into a tie interceptor and it'll look like this:
400 pitch accel
400 yaw accel
400 roll accel
49 pitch max
49 yaw max
49 roll max
60 max speed
The engine itself doesn't change, only the detail display.
- Crafted Ship components loose their names when they are remove from ships. They name is replaced with strings like "Mark" instead of the original name.
More specifically, it truncates at the first space. If oyu have something called "Mark IV Starfighter Engine", when you come back it'll say "Mark" instead.
If you named it "Quality Assured Engine of Death", you'd come back to "Quality".
Currently, I name everything without spaces, so it stays named (Engine-Mk4-Overdrive).
DarthLueder wrote:
I'll have to double check tonight but it seemed to me that I only had 10 experimentation points for engines (I'm master). Now weapons have 15 experiment points. Wasn't there a change that engines also had the extra 5 points?
Specific types of components have more than 10 experimentation points due to the insane number of experimental values (such as weapons. Mass, reactor energy, energy per shot, refire rate, vs. armor, vs. shields, min damage, max damage, blah blah blah). Those you get 15 worth at master.
Others don't have as many values, so you get 10.