Shipwright Archive

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

EuroTrash
Wed Nov 03, 2004 12:25 pm
#92

Don't see this one posted but there is a thread on Pilot forum - Droid speed experimentation is borked. You spend experimentation points and the speed goes up - in effect, proven after testing making the droid slower. Best droid interface ingame is MarkI - 10 x better (faster) than lvl 10 cert experimented on one...
Rogue1970
Wed Nov 03, 2004 3:50 pm
#93






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






Dummies who land without repairing first.


Multi-player ships at Master level have Repair Panels inside the ship so your crew can repair thingsduring battle.




YEZ & GNOINTREPID
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MackAgp
Thu Nov 04, 2004 5:11 am
#94

Reverse Engineering

- When given the 'name your item' box, you get one shot at the name, if you choose a reserved name, it picks the name of one of the items.

- LastCharge on a Tool doesn't give you the option to name the item.




Ehio The Ex-Purveyor of Quality GDK Scales and all types of loot to the Starsider Community
Vendor Closed due to CU (edit)
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NasherUK
Thu Nov 04, 2004 12:16 pm
#95


There needs to be a way for master shipwrights to full restore chassis,I mean get back the lost hitpoints from decaying (maybe on other parts to). Its not good when you spend upto 2 million on a ship and it decays to half hitpoints after a few deaths, it kinda takes the fun out of PvPing in space, not everyone has 100s of millions of credits like some.


Stuff on the ground doesnt decay at all from PvP deaths (and very little from pve if your insured) so why should it in space?

Message Edited by NasherUK on 11-04-2004 11:18 AM

-Asmodeus-
Thu Nov 04, 2004 12:42 pm
#96

Ok here's one, I reported this back in Beta too.


While crafting a Droid Interface Device or subcomponent of, Experimentation on Droid Command Speed seems to Lower the Speed rather than Increase the Speed as it should.


If you craft all 5 from Mark I to Mark V you will see a curve of the command speed increasing along with the wieght and this is also noticeable with loots as well. I even tested by trying out a 14speed and a 28 speed, the resluts were that the 28 speed finished the command Reactor Overload 3 about 30 seconds faster.
Bettergame
Thu Nov 04, 2004 1:04 pm
#97

Not too sure if this has been addressed yet, but cert lvl does not show up for any of the counter measures unlike every other component. On either the schematic in the datapad or while choosing during crafting.


Thanks,

Kessi

Flurry



Thanks,
Oram-Jedi
Kessi-SW

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Celedhros
Thu Nov 04, 2004 4:02 pm
#98


Betatoxin wrote:
- 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.


The real problem here is that there are other balancing issues that make these ships somewhat more equal, they're just not exposed to the player. I think this is also related to the engine stat changing bug.

What happens with these chassis is that the chassis type has performance characteristics that get applied to the engine that is placed in them. The fact that the Y-Wing flies like a pig compared to other Tier 1 chassis is somewhat offset by the fact that it has tons more mass, and vice versa. So, even when you place a top tier engine in it, the engine stats will be limited by the performace curve of the chassis. If those performance limitations were exposed to the player on the crafted item itself in some way, then both the pilots and the shipwrights would better understand the relationships between these balancing factors. As it is now, we're just guessing.

The engine stat bug occurs when you attempt to pull an engine back out of a chassis that has applied it's performance limitations to the engine. The calculations that it has done to limit the performance of the engine appear to be permanently applied to the engine specs.

Message Edited by Celedhros on 11-04-2004 03:03 PM



Kan-Tor Bayle
Master ShipWright • BayleTech Systems
Shadows of Alderaan | Lok | Bloodfin

Beauty is only toon deep. - me
00over0
Thu Nov 04, 2004 10:51 pm
#99

Some people are experiencing issues with trying to generate a ship after buying a chassis from the chassis dealer. They are not able to generate the ship although they have room (that is, less than three ships at the time) in their datapad. Unclear at this time whether or not their certification for that ship has any bearing on the problem.




-----
Etragahl (Former Jedi, Now SOE Slave)
Tal'Ira (Former Creature Handler, Now SOE Slave)

Dear SOE Developers, can I have some of what your smoking??
QuiJonOz
Fri Nov 05, 2004 1:11 am
#100






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?





It looks to me that items with more characteristics to experiment on receive more experimentation points, because I noticed the same thing. My guess is this is as intended.



No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

QuiJonOz
Fri Nov 05, 2004 1:13 am
#101

Confirmed that we can't convert excess SW xp tp FS xp. Really hope they change that, as we'll rack up xp because we have to make most things by hand in the course of normal play.



No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

Acrod_Novys
Wed Nov 10, 2004 2:14 pm
#103






Rolassk wrote:



This should be added to the list --


Armor Component:

Some of you may have noticed that unlike the other components, when this takes damage and is repaired it becomes weaker and weaker.

- The reason is because all the components condition ratings are based on two stats (armor& hitpoints).
- The problem is the armor stat of the Armor Componentsis also used to determine the strength of the armor.


You mayas wellnoticed on your HUD armor is always displayed at 100%. Your taking damage with 100% armor, and boom 2 seconds later you blow up and are left staring at your screen thinking 'W-T-F, it said I had 100% armor!!!'.

- The reason is the HUD (more specifically your component status portion) only displays the hitpoints ofyourcomponents as a percentage.
- The problem is the hitpoint statnever degrades on armor, and thus your armor displays 100% even though it could potentially be knocked out (when you hear a metal thunk sound,it means your armor is gone and you chassis is taking damage, yikes!).


Solutions:

1. Start having the system for Armor Component, detract from armor and hitpoints each time it is hit. However, when theArmor Componentis repaired it does not decay it's armor stat, only the hitpoint stat suffers decay. This way your armor will always be 100% effective just like the other components on your ship, regardless of it's condition/life left.

2.Add a separate armor strength stat, and have the armor stat & hitpoint stat take damage like the other components. This may look a little redundant/confusing though to have two separate armor stats for the Armor Component.

Message Edited by Rolassk on 10-29-2004 10:03 AM






QFE


I was just about to write a topic on this one. Other components serve functions that are not tied to these "decaying" stats. However, I don't think Rolassk's solution #1 will work, because "hitpoints" serve the same funciton as "armor" in the case of Armor. I think #2 should be used (simply call it condition), and in fact nearly must be used to make armor's true degradation acceptable


Point is, this design level oversight means that armor effectively degrades much much faster--once it's at 80%, its armor/mass ratio may already be dropping into the "replace me" range.



Edit: Oh, shoot... "retired"...??? mmkay...

Message Edited by Acrod_Novys on 11-10-2004 01:15 PM



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