Shipwright Archive
Thread: What is considered Good experimentation percentages?
Page 1 of 1
AngamarBlackrock
Thu Dec 16, 2004 7:12 am
#1
I'm currently getting my chassis experimented between 50 and 60% (average around 55%, best I have done was 64%) What is considered a good percentage experimentation for mass on chassis? This is using high grade steel, petro, aluminum and iron, medium ore and piss poor fibreplast (where has all the fibreplast gone? :smileytongue
pervel
Thu Dec 16, 2004 9:19 am
#2
Experimentation on ship chassis has very little effect. Personally, I am satisfied with getting the mass to 50%. Read my investigation here:
Hard data on ship masses and experimentation
Hard data on ship masses and experimentation
Rogue1970
Thu Dec 16, 2004 2:20 pm
#3
On a chasis ignore the percentage.
Go for the 5k or 10k mark for Mass - so if you start at 63k Mass- you want 65k Mass minimum- if you start at 118k Mass- experiment to 120k Mass minimum. Every chasis has it's own mass range, but the sweet spot for quality is the 5k or 10k mark....
Put everything else you experiment withinto hitpoints.
On a Multiplayer ship don't even bother experimenting on Mass, put it all in hitpoints.
This gives your customer the best value for their money.
Every once in awhile I experiment one up to 121k (on a 120k mass chasis model) if possible for the few who want that extra 500 or so points, but it's not really necessary. They'll be happier with more hitpoints as this translates to condition and decay in space can get expensive.
Parts are a completely different story...
Page 1 of 1