Shipwright Archive

Thread: SPACE LOOT SYSTEM NEEDs BIG TIME CHANGE ASAP...PLEASE!

Golrok
Tue Dec 28, 2004 5:42 am
#79






AnzelVincir wrote:

I have one character that's Imp Ace and one that's Master Pilot/Master Shipwright. I have every ship there is and the only place I use crafted components is in my Decimator and YT. Mainly because crafted items can't touch REd ones. Not even with the best resources, food, and crafting tools.






Yea but no one starts out REing items, level 2 or 3 RE is a joke, well its ok for a minute, but its nothing your going to keep foprever. then like tier 4 pilots start RE'ing, but half your ship is stillcrafted,it slowly gets replaced by RE over time but yea, those are Mark V comps being replaced, no where else to go but RE..


Anyone flying an all looted ship is gimped,you guys worry to much about them, cause they havent learned whats good crafted, and think they'll get far one on loot.. No ship100% crafted is good, neither is one that is 100% looted, its a combination of the 2unless its all RE, but thats nothappening every second, and it only happens later on. Ppl still buy our stuff, every day. Especially armor.


They have already nerfed things the drop is not as crazy as it used to be and they capped looted engines so what next on your guys list, just wipe out RE and then watch asspace die's completely? Thats what keeps ppl launching- looting. Not shopping. They still have to buy things from us and theyres always someone doing just that, cause they werent lucky enuff to get all the RE.

Rhysen
Tue Dec 28, 2004 6:09 am
#80






Golrok wrote:





AnzelVincir wrote:

I have one character that's Imp Ace and one that's Master Pilot/Master Shipwright. I have every ship there is and the only place I use crafted components is in my Decimator and YT. Mainly because crafted items can't touch REd ones. Not even with the best resources, food, and crafting tools.






Yea but no one starts out REing items, level 2 or 3 RE is a joke, well its ok for a minute, but its nothing your going to keep foprever. then like tier 4 pilots start RE'ing, but half your ship is stillcrafted,it slowly gets replaced by RE over time but yea, those are Mark V comps being replaced, no where else to go but RE..


Anyone flying an all looted ship is gimped,you guys worry to much about them, cause they havent learned whats good crafted, and think they'll get far one on loot.. No ship100% crafted is good, neither is one that is 100% looted, its a combination of the 2unless its all RE, but thats nothappening every second, and it only happens later on. Ppl still buy our stuff, every day. Especially armor.


They have already nerfed things the drop is not as crazy as it used to be and they capped looted engines so what next on your guys list, just wipe out RE and then watch asspace die's completely? Thats what keeps ppl launching- looting. Not shopping. They still have to buy things from us and theyres always someone doing just that, cause they werent lucky enuff to get all the RE.







Speaking as a person who made every shiphe flew and was capable of making every single gun used on those ships, you're so far off base it's stupifyingly funny. The looted components are more than sufficient to see a person through the lower tiers. And most importantly, they were free. Why waste credits on an item you'll be replacing shortly when the game has dropped a perfectly servicable version into your inventory for shooting the equivalent of a Meatlump? Oooo...I might be able to geta blaster with -5 energy per shotfrom a Master Shipwright if I paid him over this completely free blaster with nearly equivalent damage, mass and speed.


You came here yapping a lot of noise expecting to find people who spent 24/7 on the ground scrounging resources. Problem is that Shipwrights have the best chance of being among the top tier pilots as what craftsman would be able to ignore the appeal of using their own creations? Sorry bub, but this isn't a collection of theoretical dabblers. Shipwrights have to compete against a free source of comparable products. No matter howhigh the quality of the goods, it's difficult to compete against even an inferior working alternative that is free. You honestly believe the difference between a crafted good that the player will have to go search out to pay for is more appealing than a free version sitting in their inventory at the starport when they land?

Coran_Sienar
Tue Dec 28, 2004 7:00 am
#81

I really wish that the devs would increase the stats of shipwright-crafted components to be superior to good looted components. But what usually happens is that the looted components get nerfed. Most of the components I use now were looted within 2 weeks of JtL's release. I'm so glad that I powergamed early. I'd hate to be the poor sods who didn't get the 92.2 reward engine or get a few Level 8 and 10 guns from Kessel.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Gyorgy
Fri Dec 31, 2004 7:29 am
#82






Rhysen wrote:





Golrok wrote:





AnzelVincir wrote:

I have one character that's Imp Ace and one that's Master Pilot/Master Shipwright. I have every ship there is and the only place I use crafted components is in my Decimator and YT. Mainly because crafted items can't touch REd ones. Not even with the best resources, food, and crafting tools.






Yea but no one starts out REing items, level 2 or 3 RE is a joke, well its ok for a minute, but its nothing your going to keep foprever. then like tier 4 pilots start RE'ing, but half your ship is stillcrafted,it slowly gets replaced by RE over time but yea, those are Mark V comps being replaced, no where else to go but RE..


Anyone flying an all looted ship is gimped,you guys worry to much about them, cause they havent learned whats good crafted, and think they'll get far one on loot.. No ship100% crafted is good, neither is one that is 100% looted, its a combination of the 2unless its all RE, but thats nothappening every second, and it only happens later on. Ppl still buy our stuff, every day. Especially armor.


They have already nerfed things the drop is not as crazy as it used to be and they capped looted engines so what next on your guys list, just wipe out RE and then watch asspace die's completely? Thats what keeps ppl launching- looting. Not shopping. They still have to buy things from us and theyres always someone doing just that, cause they werent lucky enuff to get all the RE.







Speaking as a person who made every shiphe flew and was capable of making every single gun used on those ships, you're so far off base it's stupifyingly funny. The looted components are more than sufficient to see a person through the lower tiers. And most importantly, they were free. Why waste credits on an item you'll be replacing shortly when the game has dropped a perfectly servicable version into your inventory for shooting the equivalent of a Meatlump? Oooo...I might be able to geta blaster with -5 energy per shotfrom a Master Shipwright if I paid him over this completely free blaster with nearly equivalent damage, mass and speed.


You came here yapping a lot of noise expecting to find people who spent 24/7 on the ground scrounging resources. Problem is that Shipwrights have the best chance of being among the top tier pilots as what craftsman would be able to ignore the appeal of using their own creations? Sorry bub, but this isn't a collection of theoretical dabblers. Shipwrights have to compete against a free source of comparable products. No matter howhigh the quality of the goods, it's difficult to compete against even an inferior working alternative that is free. You honestly believe the difference between a crafted good that the player will have to go search out to pay for is more appealing than a free version sitting in their inventory at the starport when they land?







Nothing is for free. Some people consider time as money (which is true). Just because you don't have to pay credits for something explicitly doesn't mean it's totally free and just needs to picked out of your inventory and was put into it by somekind of magic, generous hand.


I personally think, that crafted components should get better, but never better than looted ones. Why? Because this is just stupid since pilots do their work as well as shipwrights, just in another way. Why not give them rewards for it as well? At least this should always apply to lvl 10 components...


Now we could discuss RE again... how much time it costs to loot just thecomps you want/need. The maintenance you need to pay for hundreds of them to be stored in houses or factories. The time you spend to sort them, store them (after a few hours in space) and bring them to a SW for RE.


But of course this is all not important. Important is that crafters make the money and the others can bore themselves to death by grinding credits like idiots with doing the same stuff all the time, over and over again (for hours, days, weeks, months).


And if so many SWs are really pilots themselves, then why don't they sell more of the REd stuff they loot (if it's so unbelievably easy to get)? Of course this would be not the real crafting spirit, but at least for now a good income along with things only shipwrights can craft (considering that nobody is buying anything else crafted but that).




'-------- COL Gyorgy Csizmazia --------'
Master Creature Handler
Resource Shop -4322 6844, Naboo

Rhysen
Fri Dec 31, 2004 8:54 am
#83






Gyorgy wrote:



Nothing is for free. Some people consider time as money (which is true). Just because you don't have to pay credits for something explicitly doesn't mean it's totally free and just needs to picked out of your inventory and was put into it by somekind of magic, generous hand.


I personally think, that crafted components should get better, but never better than looted ones. Why? Because this is just stupid since pilots do their work as well as shipwrights, just in another way. Why not give them rewards for it as well? At least this should always apply to lvl 10 components...


Now we could discuss RE again... how much time it costs to loot just thecomps you want/need. The maintenance you need to pay for hundreds of them to be stored in houses or factories. The time you spend to sort them, store them (after a few hours in space) and bring them to a SW for RE.


But of course this is all not important. Important is that crafters make the money and the others can bore themselves to death by grinding credits like idiots with doing the same stuff all the time, over and over again (for hours, days, weeks, months).


And if so many SWs are really pilots themselves, then why don't they sell more of the REd stuff they loot (if it's so unbelievably easy to get)? Of course this would be not the real crafting spirit, but at least for now a good income along with things only shipwrights can craft (considering that nobody is buying anything else crafted but that).






1) You're absolutely right. It isn't free. The pilot is paid for the inventory space the components take up. Almost every single NPC drops a credit chip into my inventory. And if I'm doing a duty mission, I'm getting wave completion pay + duty mission completion pay. I'm getting paid to loot items that also have a credit value.


2) I can't speak for other shipwrights but I'd never offer RE'ed items as a regular product from my shop. When it takes 8 blasters to make 1 lvl 8 blaster and I have no control over getting the 8 blasters necessary to make that one, I'd be a fool to rely on that as an income stream. Further as I have no control over the quality of the product, meaning I cannot offer any uniformity to my customers. Anyone with the business sense gained from running a lemonade stand would know that a product which stock you can't guarantee and whose quality you can't control would know it'd be an unreliable product at best. Other shipwrights are trying it anyways and I wish them the best of luck. But I haven't wasted millions in credits and resources to sometimes be able to offer an item that might have characteristics that appeal to someone. And definately I'd definately not focus on offering a product I might not be able to offer again, hurting the chances of repeat business.


3) It is important that the crafter make money. We aren't getting paid credits by the game system for crafting items. There's no NPC or mission terminal that hands us a stack of creds for every missile we make. And given that SWG touts a player run economy as a primary feature, just where do you think that economy is created? An economy isthe circulation of money through the hands of the people interacting with it.


Crafters have no income stream that isn't generated by providing what they can create to another player. They are not paid to perform what their profession was designed to do, unlike combat professions. UNLIKE THE PILOT PROFESSION. You want a free ride at the expense of others who pay the same monthly fee that you do to do what their profession was designed to do: provide the items needed to perform a specific activity.
Golrok
Fri Dec 31, 2004 10:44 am
#84






Rhysen wrote:





Golrok wrote:





AnzelVincir wrote:

I have one character that's Imp Ace and one that's Master Pilot/Master Shipwright. I have every ship there is and the only place I use crafted components is in my Decimator and YT. Mainly because crafted items can't touch REd ones. Not even with the best resources, food, and crafting tools.






Yea but no one starts out REing items, level 2 or 3 RE is a joke, well its ok for a minute, but its nothing your going to keep foprever. then like tier 4 pilots start RE'ing, but half your ship is stillcrafted,it slowly gets replaced by RE over time but yea, those are Mark V comps being replaced, no where else to go but RE..


Anyone flying an all looted ship is gimped,you guys worry to much about them, cause they havent learned whats good crafted, and think they'll get far one on loot.. No ship100% crafted is good, neither is one that is 100% looted, its a combination of the 2unless its all RE, but thats nothappening every second, and it only happens later on. Ppl still buy our stuff, every day. Especially armor.


They have already nerfed things the drop is not as crazy as it used to be and they capped looted engines so what next on your guys list, just wipe out RE and then watch asspace die's completely? Thats what keeps ppl launching- looting. Not shopping. They still have to buy things from us and theyres always someone doing just that, cause they werent lucky enuff to get all the RE.







Speaking as a person who made every shiphe flew and was capable of making every single gun used on those ships, you're so far off base it's stupifyingly funny. The looted components are more than sufficient to see a person through the lower tiers. And most importantly, they were free. Why waste credits on an item you'll be replacing shortly when the game has dropped a perfectly servicable version into your inventory for shooting the equivalent of a Meatlump? Oooo...I might be able to geta blaster with -5 energy per shotfrom a Master Shipwright if I paid him over this completely free blaster with nearly equivalent damage, mass and speed.


You came here yapping a lot of noise expecting to find people who spent 24/7 on the ground scrounging resources. Problem is that Shipwrights have the best chance of being among the top tier pilots as what craftsman would be able to ignore the appeal of using their own creations? Sorry bub, but this isn't a collection of theoretical dabblers. Shipwrights have to compete against a free source of comparable products. No matter howhigh the quality of the goods, it's difficult to compete against even an inferior working alternative that is free. You honestly believe the difference between a crafted good that the player will have to go search out to pay for is more appealing than a free version sitting in their inventory at the starport when they land?







I do just fine. I make loads of creds everyday. I just know what ppl buy.


its not my fault you can't sell your crappy low quality resource products. Don't blame that on the game blame that on your own failure as a crafter.

Coran_Sienar
Mon Jan 03, 2005 12:02 pm
#85

Rhysen,


Take away the loot and the credit drops for Pilots and do you think people will still fly? I wouldn't. The loot and the credit drops are the high-end master-level content. The loot is what allows pilots to buy your ships and equipment. If there's any complaint, you should be asking why crafted item quality isn'tput up to par with loot. If any shipwright thinks that they're having trouble selling ships now, just imagine if there's no real reward for going up into space for pilots.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Rhysen
Mon Jan 03, 2005 3:02 pm
#86








Coran_Sienar wrote:



A Master TKA grinding money by solo-grouping on Dantooine could earn upwards of one million credits per hour. A pilot can't even come close to that without loot that he can auction off.


Just because you didn't RE any loot until you hit Ace doesn't mean that other people didn't. I made use of every single advantage offered by the loot drops. The thing that still bothers me is that the crafted items are so inferior to the loot. If the quality of crafted items were competitive (or, preferably, better) than good loot drops, you'd have more business. People would loot in space, sell off the components to a chassis dealer or shipwright and then buy the superior components.


Yes, Pilots (and other combat professions), do have an endless supply of credits from NPCs. But without at least usable lower-level loot, you would dramatically increase the difficulty for newbie pilots who jumped aboard just for JtL and didn't power level. Imagine being in their shoes. There are no usable loot drops. You have maybe 6000 credits to start. Can you fathom how difficult it would be for them to purchase ships and equipment? And by forcing the newbie pilot to grind for credits to buy ship components, you've eliminated the fun factor in the game for them.


The things that need to be changed with Shipwright are these:


1. The stats of crafted items must be superior to 95% of all RE'dlooted items.

2. The resource requirements should be cut by at least 75%. This is the main reason why prices for shipwright items are perceived as being "outrageous" by the pilot community. I mean...140K resources for a Master-level ship??? WTH!? 2500 resources for a space bomb with 4 or 5 units of ammunition? It's just stupid. (edit: And it's the reason why I can sell buff packs at nearly 400 cpu, but can't sell ships at 10 cpu.)

EDIT: I do like your idea for looted component stats, but only if it applied to upper level (7+)loot. Lower level loot should be left alone to allow newbies to have a gradual curve.


Message Edited by Coran_Sienar on 01-03-2005 03:59 PM





Obviously, you haven't done a ground combat profession lately. "A Master TKA grinding money by solo-grouping on Dantooine" would be a complete fool thanks to the mission payout change where you only receive Mission Reward / # people in group. Regardless of whether they're present or not. It's more efficient doing a mission completely solo, with only Creature Handlers being able to receive the 30k missions using their pets to increase the mission difficulty without taking a share of the mission payout. A Master TKA grinding money on Dantooine will push about 300k-400k per buff session using true solo missions. Which is actually below the income of pilot, as I earn about 300k in 2hrs on a Tier 4 Duty mission (wave reward + credit chips + component sales). That's with holding back some components for myself.


Just because I didn't RE any loot until I hit Ace means its not necessary to do so in order to reach Ace. It's completely possible to make Ace with mediocre equipment + the components received as rewards unreversed engineered. If a person were to ask, I'd actually recommend they not RE any of their equipment until they reach Ace because:


  1. It's not necessary

  2. The chances of you getting destroyed are higher while climbing towards Ace, meaning your RE'ed equipment will take decay hits.

My X-Wing is down to 10 chassis hp and my Tier 3 reward engine was similiar in hp by the time I reached Ace. Of course I was a bit stubborn andtried (repeatedly) to solo the Tier 4/Master missions. But the chances are much higher of getting blown apart during the 'story' missions than running a duty mission or attacking statics.


A newbie pilot in JTL will receive more than enough credits to buy both ship and components as they progress. I've started new characters since JTL. At tier 1xxx, a newbie pilot is capable of pulling duty missions worth 40k-50k. They'll only get about 2-3 before gaining enough pilot xp to reach 1111, but that's still 80k-100k lowside. For the components they're capable of using, even if shipwright charged 10 cpu on the components we're only talking about 7500 per Mid-Grade lvl 3 cert blaster with optional upgrade. The newbies have the credits to more than afford progressing as a pilot.


The resource requirements for Shipwright do not need to be changed. Because of the resource requirements and the lack of factory support, the Shipwright profession is capable of supporting greater numbers of Shipwrights without oversaturating the market. Decreasing the resource requirements and/or increasing factory support would allow the market to be dominated by fewer shipwrights. Because the marketis supporting greater number of shipwrights, the market also has a wider variance between pricing. More sellers = more prices.


Message Edited by Rhysen on 01-03-2005 05:07 PM

Message Edited by Rhysen on 01-03-2005 05:35 PM

sbob
Mon Jan 03, 2005 3:29 pm
#87

What could be an idea is have the 'exceptional' loot be that which is ready to go right after looting it. All stats in line and usable. Make the normal loot so that it has a defect of some sort that has to be RE'ed to 'fix' I know many SW dont charge for RE and those that do do not charge much if look around. With the beefed up newbie ships not hard for the standard newbie to make a good start out of the box. The thing is that the loot compared to crafted is off and bringing the crafted up to par with loot leads to a case of inflation that leads us back to the composite clones on the ground game. The fix to loot drops would be better and alow more of a chance for growth down the road. If you makeeverything super good now what will you have to do with the rewards down the road to make them real rewards?



Sulic - Something
Beti - Something else
Nhoa - Master freeloader

Armor vendor in Kor Mesa outside Coronet -219, -3348

Rhysen
Tue Jan 04, 2005 1:36 am
#88






Coran_Sienar wrote:

Rhysen,


Take away the loot and the credit drops for Pilots and do you think people will still fly? I wouldn't. The loot and the credit drops are the high-end master-level content. The loot is what allows pilots to buy your ships and equipment. If there's any complaint, you should be asking why crafted item quality isn'tput up to par with loot. If any shipwright thinks that they're having trouble selling ships now, just imagine if there's no real reward for going up into space for pilots.






I was Master TKA. The profession is designed to beat stuff into a fine paste. And I got paid to do that through missions. I'm an Alliance Ace Pilot. The profession is designed to blow stuff up. And I get paid to do that through duty missions and cred chip drops


Shipwrights don't get paid any credits from a bottomless NPC credit source. Shipwrights don't receive any credits for doing what the profession is designed to do except the credits earned from players. Competing against a bottomless stream of free components equal or greater in quality than what we can produce is putting Shipwrights into a competition they cannot win. Competing against a bottomless stream of free components that are merely adequate in quality is difficult enough, as most piloting situations don't require components of the highest quality. Most story missions and all of the duty missions are fully capable of being done with any old blaster that drops from any old NPC. I didn't bother trying to get any of my equipment REed until after I hit Ace.


People will go up into space so long as the loot has a credit value to the Chassis dealer. Right now grinding JTL duty missions for creds is more fun than grinding ground missions for creds. It may be farming the same NPCs day in and day out, like grinding missions on Dantooine or Dathomir is. But unlike the ground missions, piloting doesn't involve simple repetition of hitting whatever shortcut key is your most powerful attack (or AoE attack). Earning credits in JTL is more interactive than on the ground and more fun because of it. But the loot definately needs to be revamped. Shipwrights shouldn't be asked to compete with a free source of equipment. Even if Shipwrights were capable of providing the highest qualitycomponent in the game, a component that 'will get the job done' and it free will be extremely attractive to a pilot (many pilots having absolutely no clue what a component of the highest quality would look like, only able to recognize a couple of attractive stats).


If it were my choice, looted components would have all but 1 or 2 attributes zeroed/maxed out (zeroed out when higher is better. maxed out when lower is better). That would make the loot unattractive to use but desirableable for collecting for RE. Leave the credit value the same and what's created is a situation where Shipwrights aren't competing with a free source of equipment but Pilots still have a reason to collect loot (for REing into a high quality component).
Coran_Sienar
Tue Jan 04, 2005 1:55 am
#89



A Master TKA grinding money by solo-grouping on Dantooine could earn upwards of one million credits per hour. A pilot can't even come close to that without loot that he can auction off.


Just because you didn't RE any loot until you hit Ace doesn't mean that other people didn't. I made use of every single advantage offered by the loot drops. The thing that still bothers me is that the crafted items are so inferior to the loot. If the quality of crafted items were competitive (or, preferably, better) than good loot drops, you'd have more business. People would loot in space, sell off the components to a chassis dealer or shipwright and then buy the superior components.


Yes, Pilots (and other combat professions), do have an endless supply of credits from NPCs. But without at least usable lower-level loot, you would dramatically increase the difficulty for newbie pilots who jumped aboard just for JtL and didn't power level. Imagine being in their shoes. There are no usable loot drops. You have maybe 6000 credits to start. Can you fathom how difficult it would be for them to purchase ships and equipment? And by forcing the newbie pilot to grind for credits to buy ship components, you've eliminated the fun factor in the game for them.


The things that need to be changed with Shipwright are these:


1. The stats of crafted items must be superior to 95% of all RE'dlooted items.

2. The resource requirements should be cut by at least 75%. This is the main reason why prices for shipwright items are perceived as being "outrageous" by the pilot community. I mean...140K resources for a Master-level ship??? WTH!? 2500 resources for a space bomb with 4 or 5 units of ammunition? It's just stupid. (edit: And it's the reason why I can sell buff packs at nearly 400 cpu, but can't sell ships at 10 cpu.)

EDIT: I do like your idea for looted component stats, but only if it applied to upper level (7+)loot. Lower level loot should be left alone to allow newbies to have a gradual curve.

Message Edited by Coran_Sienar on 01-03-2005 03:59 PM



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Coran_Sienar
Tue Jan 04, 2005 6:47 am
#90


Rhysen,


I was a Master Rifleman/Master Doctor until VERY recently. And, yes, I *am* aware of the solo group nerf. Who the hell wouldn't be? You can be passionate about your point of view without engaging in rudeness, right?


Loot that is usable is the single highest motivating factor for higher tier pilots. Yeah, youcan earn 300K in about two hours as you stated. (Actually, it's a lot faster to harvest loot from lower level spawns. You more than make up the credit chip drops with increased quantities of loot.) However, the changes that you propose *would* increase the difficulty curve for newbie pilots who just started SWG and JtL. Something that the developers are loathe to do, especially considering the large volume of complaints awaiting them from the pilots.


I totally disagree with your views on the shipwright resource requirements. Fewer resource requirements would equal larger numbers of shipwrights. It would be easier for dabblers who don't want to babysit dozens of harvesters to become engaged in the profession. If you want a concrete example of that, just look at the number of Master Doctors who craft medicines for sale or personal use. I've been a Master Doc for over half a year. I *still* have stocks of super resources from when I harvested a mere 200K of Tatooine Fiberplast or Dolovite Iron seven months ago. On top of that, the profitability of Shipwright and the accessibility (price-wise) of the ships and components would be increased for both the shipwright and pilot professions.

Message Edited by Coran_Sienar on 01-04-2005 08:48 AM



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Coran_Sienar
Tue Jan 04, 2005 7:03 am
#91






sbob wrote:
What could be an idea is have the 'exceptional' loot be that which is ready to go right after looting it. All stats in line and usable. Make the normal loot so that it has a defect of some sort that has to be RE'ed to 'fix' I know many SW dont charge for RE and those that do do not charge much if look around. With the beefed up newbie ships not hard for the standard newbie to make a good start out of the box. The thing is that the loot compared to crafted is off and bringing the crafted up to par with loot leads to a case of inflation that leads us back to the composite clones on the ground game. The fix to loot drops would be better and alow more of a chance for growth down the road. If you makeeverything super good now what will you have to do with the rewards down the road to make them real rewards?





Let me give you a hard example.


Let's say that crafted Level 2 capacitors could have a recharge rate of 35 and a capacity of about 900 or so. People would be far more likely to buy it at the onset of their pilot careers. There are looted capacitors with recharge rates of 38-40 and capacities over 1000. So the newbie could enjoy the benefits of a high quality crafted capacitor while simultaenously looking forward to looting marginally more powerful items as he/she mastered Pilot.


As for your analogy with composite armor, I have no problem with individual ship components being largely of the same power level within about a 15-25% variation. Space combat isn't like ground combat. And I rather enjoy how PvP is based more upon the individual player's skills than character equipment and templates. (However, it should take a while to get the best components to enjoy that marginal advantage.) The simple fact of the matter is that (assuming that MP ships are balanced out, later) each ship has a particular role in every profession and are quite well balanced. So that fear of "space composite" is unfounded. Some pilots prefer fast, maneuverable fighters like the Dunelizard, Tie Advanced and A-Wing. Others like to bring the most firepower to bear as possible and gravitate towards the B-Wing, Tie Oppressor and Krayt. Then there are the middle-of-the-road ships that balance out mass and maneuverability like the X-Wing. Mass restrictions will prevent stacking of the best equipment in any of the fighters.


The variety of PvP space combat depends not upon equipment so much as chassis. And the developers have given us a reason to use multiple types of ships (except for the MP ships) for the larger space battles. If an Imperial squadron threw down the gauntlet and said, "We're going to blow away the Alliance Station in Deep Space at such and such time," you see a nice variety of fighters in both attack (Imperial)and defense (Rebel) roles.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
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