Shipwright Archive

Thread: Updated Shipwright Issues and Bugs (Oct 29 2004)

Seshemw
Tue Nov 02, 2004 3:55 am
#79



Aileili wrote:
All player crafted Novice ships (Scyk, Z95, Light Duty TIE) should have their maximum mass limits raised to 30k and the TIE Fighter's should be raised to 50k.
As its stands now, they are nearly worthless since it is just as easy to finish the tier one missions with the starter ship.
No ship should become totally useless as you advance in pilot level.

Message Edited by Aileili on 10-29-2004 10:00 PM




They're not useless. I could finish 1111 in the starter ship.
But. I made a Z-95. Put a lot of good things in it. I could kill a tier1 tie in two shots. I did the 1111 duty missions all the way through to the "Unknown" tie ace, without a scratch (two shots per normal tie, several shots per 'boss', but stil ldead easy). And I could hyperdrive to all ten planets without a scratch.
The fact that if I'd wanted to double the time to finish the 1111s I didn't need to get it, or the fact that once 1100 I could use cert3 equipement and a Ywing... the Ywing handles like crap, and a well kitted Z95 doesn't (i'm now halfway through tier 2 missions, 2211, using JUST the z95 still because I don't like bombers all that much).



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Seshemw
Tue Nov 02, 2004 5:02 am
#80



Jagged-F3l wrote:

Great list--I have some additional problems and data:

  • Reverse Engineering - using a component analysis tool with 1 charge left can result in unpredictable behavior. However, most of the time the tool is destroyed along with the reverse engineered component. Sometimes it put the original components that were being reverse engineered into my inventory. Sometimes it only puts the final reverse engineered component in my inventory, but it doesn't let me name it. Sometimes it put the original components into a container that I'm standing near (no kidding--very strange).



I've seen it vanish.. but doing 'change view', sorting items, 'change view' again, it's always there. I've yet to actually lose an item, so I think it's an inventory display bug.


  • Component Names - ok, we all know that sometimes the name of a component can be truncated to the first word when a pilot removes the component from a ship--I have customers that have seen this on crafted and looted components. Worse though, these components are essentially rendered unusuable. They cannot be equipped to a ship, nor can they be reverse engineered.


  • They can be equipped just fine, and the RE parts that lose their names are the ones that have been renamed in the box. if you hit enter twice (keeping the original name) it never gets truncated and keeps the original name. But anyway, I've had any number of things reduced to Mark, and still been able to equip them just fine (it's just a pain when it ALL says 'mark').



  • Experimentation - in my opinion, experimentation makes little difference in the final product. Please don't flame me on this one, I am an experienced crafter and expect to be able to differentiate my products a little better than this profession allots us.



  • Agree. Though some components it's absolutely vital to experiment, the change-per-point is always tiny. For example, on engines, a great success on pitch max will get you just 1 point change in pitch max. Since you have pitch roll and yaw for maneuver stats, it costs 3 experimentation points to raise all three by 1. 1 has relatively little adjustment by itself.



  • Component Mass - this is my own perspective, but I have concerns about the mass of Mark IV and V components. Are these components strictly intended for big ships, like the Kimo and multi-player ships? Because the high mass of these components (even after experimenting exclusively on mass) indicates this. Worse, the description of many comonents misleads customers. I crafted Mark IV durasteel plating and observed a desscription that indicated that it would be useful for small starfighters, such as X-Wings and Z-95 Headhunters--the average mass of one of these plates is 12K and a Z-95 is lucky if it can hold 12K (with lots of experimentation on its mass).
  • That's all I can remember at the moment.







    When they re-did mass, their intention was 'We don't want master ships to be able to be fully equipped with cert10 gear'. What it also did was ensure that only bombers could equip their OWN tier fully, past like tier1 or 2. So tier3+, you might get a new chassis, but you'll only get one or two components at that tier to fit (and that's if you scrimp). This is 'by design', though a lot of people think they overkilled the heck out of it.
    Things like the description for Mk4 armor (which actually weighs more than entire ship at the low end) just reinforce that design changes were never reflected in flavor text, or sanity checked case by case.



    --
    Nivis Nix [TLC] - Rori
    Master Sergeant - Imperial ground forces, detached
    Rypht
    Tue Nov 02, 2004 5:15 am
    #81

    It would be really nice if they would give shipwright components another sort catagory on vendors, to sort by certification level, or at least have the certification level be visible in the lists rather than having to examine each item. Until they fix the darn RE naming option to relax a bit and letactual names be entered, accepted and used, the defaultnames don't do much to help people figure out what they are buying.



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    Lecivius
    Tue Nov 02, 2004 10:43 am
    #82

    - Armor reinforcement panel Mark 2 consumes resources in the factory but does not produce any items. Not Confirmed


    This is happening to me, 5 seperate runs, 3 factories, 2 under supervision by the entire guild ( wanted opinions). Shipwright is Dax, on Corbantis.



    Vendor at 3054 2811 Naboo, East of Keren
    Scythe
    Tue Nov 02, 2004 12:04 pm
    #83

    I'm one of the few who think that TIEs should definately have lower mass than the -Wings that rebels use, considering that TIEs are massively produced, EXPENDIBLE starships :-D However, I do have an issue that I don't think has been brought up yet. Brought this up in beta too, but in some components there aren't enough experimentation points, in others there's far too many. Example: While I enjoy the 15 for weaps and armor, only having 10 for engines when there's about that many things to experiment on is rather unbalanced. Maybe put roll/pitch/yaw into one "maneuverability" line.



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    MasterSybex
    Tue Nov 02, 2004 12:33 pm
    #84

    Betatoxin devs already said that most looted parts will be better then crafted but still i can make weapons,shields,armor better then any looted that i have found also please remember it takes HQ resources and not grinding resources to make good stuff.


    As for mass's Ywing has more mass because its a bomber a Xwing is a fighter along with awing. Bwing is a alround ship.


    - Crafted engine stats changing when put in the ship and removed. Not confirmed

    Well all engines do both looted and crafted chasis has max on engine stats




    heck in general get your info correct before posting this kinda thread.
    Lecivius
    Tue Nov 02, 2004 3:20 pm
    #85

    2 starred, for reporting a bug.



    moron



    Vendor at 3054 2811 Naboo, East of Keren
    Rolassk
    Tue Nov 02, 2004 3:48 pm
    #86









    Seshemw wrote:





    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?




    Yes, the ship window will display the armor deterioration. But this takes up the whole screen and isn't useful in the middle of a fight.

    What I'm talking about,the component status area on yourHUD (8 'command bar' sized buttons - vertical orientation - clickingthe buttons will show the current hitpoints of the component in question, as a percentage) is always visible. You don't have to target yourself(it's not an examine window) or be in a group for the status buttons to work.

    The buttons are directly related to hitpoints, and if armor hitpoints alwaysremain at 100% this is misleading. Why?

    I.E. If the hitpoints are 0 ona shield generator - then the shields are effectively, 'knocked out'. If you click on theshield status display at this point it will show 0%.

    If the armor points are 0 on armor plating - then the armor is also 'knocked out'. However, your status display button for armor (when clicked) reads 100%

    Message Edited by Rolassk on 11-02-2004 05:55 PM



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    balthazar999
    Tue Nov 02, 2004 5:48 pm
    #87

    - Armor reinforcement panel Mark 2 consumes resources in the factory but does not produce any items.

    When you craft these in a factory the item count in the ouput hopper goes up as if hte crates of armor are there but you can see them ..... when you try to remove the factory it say you must emty the factory befor redeeding .... so they are made but invisible ????
    sanfordthejunkman
    Wed Nov 03, 2004 5:35 am
    #88


    Factories still broken by eating Mark 2 armor panels. It takes the resources but no finished product. Thought this crap was fixed in beta.

    Message Edited by sanfordthejunkman on 11-03-2004 06:37 AM



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    vampboi
    Wed Nov 03, 2004 7:30 am
    #89

    This is a bug I found. The differences in droid command speed stat on the Droid Interfaces gets higher with each higher component mI-mV, however when you experiment droid command speed stat it gets lower. This is most certainly a bug. Im not sure if droid command speed is good high or good low, but this bugged either way. If it should be high then we shouldnt be experimenting it lower, if it should be low then higher lvl components (including looted ones btw) shouldn't have higher speeds.



    Bodok Oro, Master Shipwright, Master Droid Engineer, Master Merchant

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    vampboi
    Wed Nov 03, 2004 7:37 am
    #90

    Also the bug about the stats on engine getting higher when you put in a ship and take out. I can confirm this. A crafted engine always shows 180 as its yaw/pitch/roll rate stat. Putting it in a ship reveals its true stat, which seems around 300-400 or so depending on level of engine. Ive had people not buy engines because this stat is so much lower on the display than it really is.

    Also, I know weve talked about looted things being better, especially capacitors, engines, reactors. Has anyone but me noticed that the stats on these items dont get better on higher level components at any signifigant amount? I think mkI capacitor is around 395 energy at base. And a mV one is like 500 energy....thats where the bug is im sure.



    Bodok Oro, Master Shipwright, Master Droid Engineer, Master Merchant

    Waypoint coming...just outside Mos Eisley (Im on the map as SHIPS vendors) Some of the best parts in the galaxy at very reasonable prices, all priced on resources used.
    vampboi
    Wed Nov 03, 2004 7:42 am
    #91

    Lastly does anyone see the point of the different repair tools when you can just repair in space?



    Bodok Oro, Master Shipwright, Master Droid Engineer, Master Merchant

    Waypoint coming...just outside Mos Eisley (Im on the map as SHIPS vendors) Some of the best parts in the galaxy at very reasonable prices, all priced on resources used.
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