Shipwright Archive
Thread: Crafted engines and capacitors given a boost, info inside, please provide your input
I'm not pleased with the Elite engine, as the resources, as I believe have been said, are being weighted in a wholly wrong manner. But this is a bug, or whatever. Still, and elite engine at 50% experimentation(because nothing I do will push that up due to the asteriod resource problems) gives an engine with about 62-63 ypr and a speed up around 112 or so. Based on this data, i believe that an elite made with proper resource-weighting would be a *very* excellent engine and would be pleased, if I could just make one with full experimentation(meaning they fix the way the asteriods factor into things). As it stands, my Mark5s blow it away.
For reference, the pre-experimentation data on these engines is below:
Mark 5
------
59.9 ypr
97.4 speed
Elite
-----
57.9 ypr
102.2 speed
In both cases, the same resources were used, except for the asteriod requirements. I believethe initial percentages were 20% or so for the Mark5 and much lower, around 9%(I think) for the Elite.
I also did a Mark 4 engine for speed, that i believe came out to soemwhere around 60-ish ypr and 100-105 speed or so, though I cn't remember just off the top of my head what the values were. But It stacks up real nice next to my Incom Mil-Grade engine quest reward(from the rebel missions), which has a high-60s YPR and a speed of 92. Both the quest engine and the Mark 4s have very similar masses, though again, I don't have the numbers handy right here.
Message Edited by CapnKate on 05-14-2005 08:58 PM
What I have noticed so far:
Newly Crafted engines are much superior compared to old crafted engines. They are roughly equal to looted engines. They are still inferior to well RE'd engines. The only stat that is superioron crafted enginesis the max speed. I dont think anything looted or re'd can touch those numbers. Pitch, Yaw and Roll however still do not change as much as Speed does per point experimented and not as good as a good RE. The best speed I have gotten on a Mark V engine is 117.7 up from 103 on the old engines. Cracking 70 on both pitch and yaw though is tough, and made will be inferior till that can be done comfortable on a level 7 and cracking 80 on a level 9.
Capacitors I have found to still be inferior to anything RE'd. And not much of an improvement at all over the old capacitors. A perfect level 7 should be over50 recharge, 1K energy. They still fall a bit short of those numbers.
Armorand Reactorsgreat and can be made better then almost any RE. Not counting the looted super reactors.
Boosters and Shields are very comparable to a decent RE.
Weapons still fall vastly short of RE'd and even looted weapons. It is very hard to get a player to cough up a average high level looted weapon so I can complete a RE set, when I can't offer them a comparable or better crafted weapon in exchange.
/cheer
I just wanted to take a moment to say thanks to IIscandar and Darth_Platypus. I have been extremely frusterated with my jedi and my BE because there just isn't any information coming from devs or correspondents in those areas. In 5 minutes on this forum I got more info from SOE people than I have in months in other places.
Thnaks for the information on engine experimentation and actually answering people's questions.
"Impressive, most impressive."
Let's see what you can do now.
SandLizard wrote:
{OK} - lvl9 Capacitor - 1016energy - 60.1recharge - 37640mass
{OK} - lvl9 Capacitor - 1523energy - 44.6recharge - 37640mass
{OK} - lvl7 Capacitor - 1342energy - 38.7recharge - 15056mass
{OK} - lvl7 Capacitor - 838energy - 52.9recharge - 15056mass (something got screwy with exp. lost 2 points that woulda gone in energy)
Loki_Ashaman wrote:
SandLizard wrote:
{OK} - lvl9 Capacitor - 1016energy - 60.1recharge - 37640mass
{OK} - lvl9 Capacitor - 1523energy - 44.6recharge - 37640mass
{OK} - lvl7 Capacitor - 1342energy - 38.7recharge - 15056mass
{OK} - lvl7 Capacitor - 838energy - 52.9recharge - 15056mass (something got screwy with exp. lost 2 points that woulda gone in energy)
O.oOk. Those are not bad. How do Mark IIs look?
pretty good. i made some of each after i made this post, but don't remember stats. let's just say I feel a lot of people will be using some of the smaller caps. cap overcharge and you're set.
both stats on smaller caps are obviously lower, but I think in line with 'ok' RE jobs. we're most likely better than most loot now (though I'm sure some amazing RE jobs will beat them, but I think they'd have to be pretty good. C'mon, look at that lvl9 recharge, and I didn't even max it out!), at least with quality resources. my conductive borc. copper used above has 1000 cd but only 242 oq, and the other resources I think i used the best I had.
Loki_Ashaman wrote:
SandLizard wrote:
{OK} - lvl9 Capacitor - 1016energy - 60.1recharge - 37640mass
{OK} - lvl9 Capacitor - 1523energy - 44.6recharge - 37640mass
{OK} - lvl7 Capacitor - 1342energy - 38.7recharge - 15056mass
{OK} - lvl7 Capacitor - 838energy - 52.9recharge - 15056mass (something got screwy with exp. lost 2 points that woulda gone in energy)
O.o
Ok. Those are not bad. How do Mark IIs look?
Bearing in mind that I don't have awesome SW copper(643 CD/391 OQ) for subs:
Standard MK II Cap: 1114.9 drain-2440.5 mass-902.6 energy-34.0 recharge (7/3 energy/recharge iirc)
Hvy Battery MK II Cap: 1272.5 drain-2440.5 mass-999.2 energy-34.6 recharge (similar experimentation--some amazings)
sirvivalist wrote:
Loki_Ashaman wrote:
SandLizard wrote:
{OK} - lvl9 Capacitor - 1016energy - 60.1recharge - 37640mass
{OK} - lvl9 Capacitor - 1523energy - 44.6recharge - 37640mass
{OK} - lvl7 Capacitor - 1342energy - 38.7recharge - 15056mass
{OK} - lvl7 Capacitor - 838energy - 52.9recharge - 15056mass (something got screwy with exp. lost 2 points that woulda gone in energy)
O.o
Ok. Those are not bad. How do Mark IIs look?
Bearing in mind that I don't have awesome SW copper(643 CD/391 OQ) for subs:
Standard MK II Cap: 1114.9 drain-2440.5 mass-902.6 energy-34.0 recharge (7/3 energy/recharge iirc)
Hvy Battery MK II Cap: 1272.5 drain-2440.5 mass-999.2 energy-34.6 recharge (similar experimentation--some amazings)
For instance, engines could have seperate sub-components as follows:
YPR Booster
Thrust Enhancement
Energy Regulator
Engine Frame
Crafted Sub-Component
Regular Required Resources
Then, what could happen is that instead of just obtaining full usable equipment, make these new bits rare drops alongside full usable equipment. The Shipwright could then include one of each type into the construction of a new engine and the results from doing so could vary greatly.
For instance, the YPR Booster could greatly increase YPR States, but decrease Engine Speed or greatly increase mass or greatly increase energy consumption.
The Thrust Enhancement could greatly increase Speed, but decrease YPR or Increase Mass or increase power requirements.
The same could be done for the other new sub-components.
It would just add options and more variation to the type of equipment available.