Shipwright Archive
Thread: Here is a Dev update on POB components, Asteroid resources, and the Y-8 Mining Ship
I think that the only real gripe I have about the Y-8 to date is the unverified and probably unjustified gripe that the pilot can't fire his own laser and tractor beam. I have 3 active pilots and 1 semi-active potential pilot, all want to operate their own Y-8 during our mining runs. If the Y-8 is anything like how I'm kind of dreading it will be, then we won't be able to fly it and mine with it without a full crew operating each turret station? If that's the case, then the Y-8 becomes ineffective because its darn hard to get a good crew up there with you that's willing to do nothing but use the turrets.
A couple of random thoughts on the Y-8 I may have neglected:
1. Pilot control of atleast one laser and tractor beam.
2. Loot box would be real nice, although an accessible cargo hold would be better, that way we don't have to go land, unload, and then fly back to our spot to continue mining. With a 3500 max storage for a POB cargo hold, that would be constant back and forth to the station to land, unload the cargo bay, relaunch, reload the droid commands, and continue on with the mining work.
3. Increase the potential size of the starfighter cargo holds depending on the ship. The high mass ships like the Heavy X-wing only get about. 1,000 - 1350 max units aload. I fill up in 5 minutes, fly back to the station, land, unload, relaunch, reload droid cmds, and go back to it. That in itself just drains me, I spend more time goofing off getting to the asteroid than I do mining.
Anyhow, those are my concerns for the most part.
Message Edited by Sank_Rata on 09-02-2005 03:55 PM
DP has said he is testing:
- mining laser experimentation fixes
- some decreased asteroid resource requirements on items that use them
- an increase in the number of resources granted per asteroid chunk destroyed/tractor beamed
As far as starfighter cargo holds, the current max is 1554 with inspiration buff, and that is at 50% experimentation. We should see even bigger cargo holds after the patch, although that depends on if the resource quality is changed from 500 for starfighter cargo holds. The mining lasers will have a higher extraction rate because their damage stats will go up.
I have a feeling that we will be filling a starfighter cargo hold so fast that we'll spend more time landing to empty the hold and launching than actually mining. This is going to make using the Y-8 very attractive since its cargo hold is so much bigger (>30k). Two people running a Y-8 SHOULD be able to fill a 30k Y-8 cargo hold faster than the same two people making 20 trips (10 each) to fill their 1.5k capacity holds. That is probably not the case right now, though I have seen a couple reports from people saying that they have the Y-8 working.
Yeah, I read the quotes, but it was a bit vague, thus the reason I found a need to list a few concerns.I read through all 4 pages of the conversations and somewhere in there, I'm not sure where, the "stated" stuff by the Dev began to get transformed into assumptions, and assumptions are always a bad thing. Sure he said there would be a higher yield on the asteroids, sure he said two more turrets, what he didn't do however is go into any mechanics or technicalities about what these changes truly consist of. For instance, I just can't find where he said anything about allowing a 30,000 unit cargo hold, I can't find anywhere to indicate that he said that there would be a pilot operated laser and tractor beam either. I'd also be interested in seeing how many items the ship will hold for decorations due to its overall size in comparison to other POBs. hehe.
Oh, and what's this I hear about not being able to launch or use a second POB if you have one in your datapad already decorated? Its my assumption that we get up to 5 ships in our datapad, of these 5 ships, you may decorate 2. Is this correct?
AFAIK, there will not be a pilot operated mining laser and tractor beam. The Y-8 is not meant to be a solo ship.
BTW, we get 6 ships in our datapad.
From the new TC Publish 24 notes:
Tiggs wrote:
Test Center
Pre-Publish 24Profession: Shipwright
- Fixed a reverse engineering issue where the energy maintenance statistic was not applying the proper Reverse Engineering bonus.
Quests
- Fixed the Y-8 mining Ship Convoy Protection quest. Waypoints, quest ships, and pirates will all appear as they should.
Space
- Fixed an issue where players were unable to move furniture up and down inside the Y-8 Mining Ship. Please feel free to decorate your mining vessels.
- Increased the amount of resources given per asteroid chunk absorbed during space mining. It is now 40 units for pieces gathered with the tractor beam and 20 units for destroyed pieces.
- Added two new front mounted turrets to the Y8 to improve its effectiveness. Now 5 people, including the pilot, can take control of the weapons on the Y8 for exciting mining and fighting action.
Multiplayer Ship Component Changes
- To make multiplayer ships more formidable, major Elite component changes have been made. These changes will affect newly created Elite components.
- All component and armor hitpoints on Elite components have been boosted to three times their previous values.
- All asteroid resource requirements in Elite components have been halved from 1250 to 625.
- Elite Booster speed and energy values have been increased.
- Elite Boosters now take Liquid Petrochemical Fuel like other booster components. This fixes an issue with asteroid resources not providing all the required resource stats for these components.
- Elite Capacitor energy and recharge values have been increased.
- Elite Engine YPR (Yaw, Pitch and Roll) has been increased, giving multiplayer ships greater mobility through their engines.
- Elite Engines now take radioactive ore instead of aluminum, like other engine components. This fixes an issue with asteroid resources not providing all the required resource stats for these components.
- Elite Reactor generation rates have been increased.
- Elite Shields have had their shield points increased significantly in front and back, as well as their recharge rate.
- Elite Gauss Cannon, Null Bolt, and Railguns have all had their damage increased.
And from the original post:
AhrienTerrik wrote:This post reviews all component schematics that use asteroid resources in an effort to identify the borked ones.
I'll first post the schematics that are not borked (meaning all stats required are in at least 1 resource used), and then the borked ones. The range for each stat is something I am still working on and it's out of the scope of this post, but is my believe that when the schematics are fixed we can then discuss if the range stats are good enough for pilots to use PoB ships.Elite Booster (POB ship only)
Requires Steel, Aluminum, Silicaceous Asteroid, Methane Asteroid.- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Booster Acceleration
2. Experimental Booster Consumption
3. Experimental Booster Energy
4. Experimental Booster Recharge Rate
5. Experimental Booster Speed
This one can be fixed by changing any metal used for an asteroid resource and a asteroid resource for Liquid Petrochem Fuel.FIXED
Any Cargo Hold
Requires 2 random Asteroid resources.- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% UT, a stat that none of the resources used has.
1. Experimental Hitpoints
2. Experimental Mass
3. Maximum Hold Capacity
This one can be fixed by changing any asteroid resource used for any metal or ore.From TC reports this one seems to be fixed, but there's no notes in the patch about this change,
Elite Engine (POB ship only)
Requires Steel, Acidic Asteroid, Carbonaceous Asteroid, Aluminum.- This schematic is borked and using perfect resources you cannot ever experiment over 66% on the following stats due to the fact that they use 33% PE, a stat that none of the resources used has.
1. Experimental Pitch
2. Experimental Roll
3. Experimental Yaw- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
4. Experimental Speed
This one can be fixed by changing any metal used for an asteroid resource and a asteroid resource for Radioactive.FIXEDMark I & Mark II Mining Laser
Requires Iron Asteroid, Organometallic Asteroid, Methane Asteroid, Carbonaceous Asteroid.
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Armor Effectiveness
2. Experimental Damage Max
3. Experimental Damage Minimum
4. Experimental Firing Rate
5. Experimental Shield Effectiveness
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% CD, a stat that none of the resources used has.
6. Experimental Energy Maintenance
7. Experimental Energy Per Shot
- This schematic is borked and using perfect resources you cannot ever experiment over 33% on the following stats due to the fact that they use 66% UT, a stat that none of the resources used has.
8. Experimental Armor Hitpoints
9. Experimental Hitpoints
10. Experimental MassThis one can be fixed by changing two asteroid resources used for Radioactive and Steel.
Mark III Mining Laser
Requires Iron Asteroid, Organometallic Asteroid, Methane Asteroid, Carbonaceous Asteroid.
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Armor Effectiveness
2. Experimental Damage Max
3. Experimental Damage Minimum
4. Experimental Firing Rate
5. Experimental Shield Effectiveness
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% CD, a stat that none of the resources used has.
6. Experimental Energy Maintenance
7. Experimental Energy Per Shot
- This schematic is borked and using perfect resources you cannot ever experiment over 33% on the following stats due to the fact that they use 66% UT, a stat that none of the resources used has.
8. Experimental Armor Hitpoints
9. Experimental Hitpoints
10. Experimental MassThis one can be fixed by changing two asteroid resources used for Radioactive and Steel.
Elite Mining Laser (Y8 only)
Requires Iron Asteroid, Diamond Asteroid, Methane Asteroid, Carbonaceous Asteroid.
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Armor Effectiveness
2. Experimental Damage Max
3. Experimental Damage Minimum
4. Experimental Firing Rate
5. Experimental Shield Effectiveness
- This schematics is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% CD, a stat that none of the resources used has.
6. Experimental Energy Maintenance
7. Experimental Energy Per Shot
- This schematic is borked and using perfect resources you cannot ever experiment over 33% on the following stats due to the fact that they use 66% UT, a stat that none of the resources used has.
8. Experimental Armor Hitpoints
9. Experimental Hitpoints
10. Experimental MassThis one can be fixed by changing two asteroid resources used for Radioactive and Steel.
Tractor Beam
Requires Iron Asteroid, Crystal Asteroid, Methane Asteroid, Carbonaceous Asteroid.
- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% PE, a stat that none of the resources used has.
1. Experimental Firing Rate
- This schematic is borked and using perfect resources you cannot ever experiment over 50% on the following stats due to the fact that they use 50% CD, a stat that none of the resources used has.
2. Experimental Energy Maintenance
3. Experimental Energy Per Shot
- This schematic is borked and using perfect resources you cannot ever experiment over 33% on the following stats due to the fact that they use 66% UT, a stat that none of the resources used has.
4. Experimental Armor Hitpoints
5. Experimental Hitpoints
6. Experimental MassThis one can be fixed by changing two asteroid resources used for Radioactive and Steel.
Hope this helps the devs realizing the desing mistakes of the 50% of the new RotW component schematics.
This patch is a dream make true for all SW, but I was wondering if a small effort could be done and the last borked schematics be fixed before this patch goes live.
We SW salute you, DP.
Message Edited by AhrienTerrik on 09-03-2005 09:59 AM
TsothaLanti wrote:
It's a shame they don't plan to include space in the next expansion, Trials of Obi-Wan.
VTmoon wrote:well I personally think they are watering Astroid resources too much. What does everyone think?
With the POB components suddenly being so much more powerfull, the demand will probably go way up. If asteroid resource prices/yields/schematic needs stayed at what they are now, I think we would have seen the price for these POB components be too high for the average player. Everyone with a POB ship is going to want a full set of these don't you think? That's a huge increase in demand over most shipwright's current workloads. Now for a lot of pilots credits are not an issue, but for many others credits are an issue. I could be wrong but I think this is a good step towards giving a benefit to the largest amount of players. Cheaper resource for shipwrights, less time for space miners, and cheaper end product for pilots, and most of all, MORE POWER!
The nice thing about this game is that balance issues can be reviewed and changes can be made if trends are pushing too far in one direction or another.
Overall I think these changes will boost the space mining business, the POB component demand, heck it might even get more ship crews out there to get good at mining with the Y-8.
I've said this a few times now on the pilot forums and such but the Decimator and Nova should have an additional 2 or 3 turrets. The YT1300 should have 2 forward firing weapons (fired by the pilot) - these POB ships should be the gunboats for players.
Also down in the Droid Engineer forum we're having a little discussion on how to improve droids and a lot of people (myself included) are flagging up space as a bit of a hotspot to update, especially on POB ships.
Remember with the Y-8, no loot box and you get no credit chipfrom kills done, so PvE it is for fun mainly. In PvP I think it'll be a first target now, easy to kill, and if you don't you risk it biting you.
Catman-Does wrote:
Hmm frankly I'm worried the Y-8 will now render the other POB ships obsolete in many regards. The Pub 24 Y-8 is going to have 5 turrets. Forget going mining with it... what a load of firepower! Ok the things go no missiles... but 5 turrets!!
Red-Dwarf wrote:Remember with the Y-8, no loot box and you get no credit chip from kills done, so PvE it is for fun mainly. In PvP I think it'll be a first target now, easy to kill, and if you don't you risk it biting you.
Catman-Does wrote:
Hmm frankly I'm worried the Y-8 will now render the other POB ships obsolete in many regards. The Pub 24 Y-8 is going to have 5 turrets. Forget going mining with it... what a load of firepower! Ok the things go no missiles... but 5 turrets!!
Ahh didn't know that, the quest was (still) bugged when I went for it
Catman-Does wrote:
Hmm frankly I'm worried the Y-8 will now render the other POB ships obsolete in many regards. The Pub 24 Y-8 is going to have 5 turrets. Forget going mining with it... what a load of firepower! Ok the things go no missiles... but 5 turrets!!