Shipwright Archive
Thread: Grind up to Master Shipwright
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Arialias
Tue Oct 26, 2004 10:27 am
#1
This is a copy of a post by Red Dwarf from the Beta Forums. It is one of the best guilds that I have seen thus far. I really hope he doesnt minf me reposting it here...
Shipwright crafting 101
Hi all, it seems we have another round of testers arriving now and given the number I've seen in game asking basic questions about shipwright, and the number admitting that they haven't crafted before but want to help test (Thanks, BTW - we need all the testers we can get) I decided to do a fairly basic guide.
I'm posting it the current draft state since, well, the server's down so I can't play right now.
I've probably made lots of errors so any corrections are welcome and if you have any Q not answered here post them and I'll see if I can figure out an answer.
Shipwrights have three primary roles:
The first is to craft blueprints - these are traded in to NPC's to get empty ships, aka a chassis(for a fee from 25k for a novice level ship to 250k for a Master level ship)
The second is to craft components - these are installed into ships (install done by the pilot of the ship - see ship components 101)
The third is to reverse engineer loot (more details below)
Basics of crafting: First get yourself a tool, the generic one you got as a novice artisan won't last long. If you are planning on just taking engineering 4 and not master artisan then find someone to make you a +10 or better tool (+15 is cap) or check the bazaar. Use the tool from either the inventory or the toolbar (drag and drop from inventory to the hotkey positions)
Select the schematic you wish to make - Note - if you think you have a schematic but it's not listed here it may need a crafting station.
Public ones are available near most starports and private ones are available from architects or DE's (Architect stations can be placed on board POB ships)
Once you have the schematic chosen add the resources (either drag and drop or double click to add to the slots automatically) make sure the 'filter items' check is ticked (that way everything listed will work in one slot or another) Once done if you are not near a crafting station just accept each box (name your creation if you want - more important later when selling - ship names are assigned later)
If you are near a crafting station you will have three options - Experiment, Create Prototype and Create Manufacturing schematic Experiment - In my opinion not worth it until you have at least +50 experiment / assembly as risk of failure too high, however this is the most important stage of production (see the resources section of "How to craft better" for how to get better results). Select a line and run the experiment - standard warning - you can fail and take your item to 0% experiment.
Create Prototype - this is what happens if you are not near a station and gives you a physical item
Create Manufacturing Schematic - these are used to load into factories to create crates of items - no factory yet added for shipwrights. To use a factory load the schematic and put enough resources in the input hopper (you can check the resources needed in the radial menu) Make sure it has power and cash (maintenance) and turn it on - you will get an e-mail when it stops.
One final note - responding to earlier pressure the devs added a practice button to crafting - don’t touch it! Shipwrights can sell what we make and don't need to waste the resources on a mere 5% xp boost.
Tool / Crafting Station
All shipwright components are made using the space crafting tool - found under engineering 1 it has the same variables as any other tool (try and get a +14 one) A crafting station is available near most starports and also in droids from your friendly DE. A factory is under design at the moment ( It will make sub-components and possibly some components - not chassis)
PLEASE NOTE: Each schematic describes itself as needing either a generic tool, a specialised tool, or a specialised tool and a crafting station. If it says you need a crafting station and the compexity is 26 or higher then it means a private crafting station, these are made by architects and DE's only, it is not a bug if you are standing by a public station and can't see the YT-1300 schematic.
Resources
Shipwrights make use of a number of new named resources introduced for JTL, these are of unknown rarity so watch server forums for details (or swgcraft)
Primary resources for chassis are Steel, Ore, Aluminium, Inert Petrochemical, Iron, Fibreplast, Silicastic Ore
Other Resources needed are Copper, Carbonate Ore, Radioactive, Reactive Gas, Inert Gas, Chemical and Liquid Petrochem Fuel
The Named Resources are Bicorbantium Sttel, Perovskitic Aluminium, Polymetric Radioactive, Borcarbitic Copper, Fermionic Silicastic Ore, Organometallic Reactive Gas and Gravitonic Fibreplast.
This is a link to a wonderful post by CP47, if it's out of date please post details of new resources in his post, if a new thread is started post here so I know to update the link.
Schematics
Full schematic list will not be published here(it'll go on swgcraft after launch anyway)
Chassis schematics:
Steel Ore Alu.In.Pet. Iron Fibreplast Total
Novice 2000 1000 1000 10000 0 5000
Tier 1 5000 4000 2000 2000 0 0 13000
Tier 2 12000 6000 3000 3000 3000 3000 30000
Tier 3 2400012000 6000 6000 6000 6000 60000
Tier 4 3200016000 8000 8000 8000 8000 80000
Master level 7000020000 10000 10000 10000 10000
also Master needs Silicastic Ore 10000 and Copper 10000 150000
Macro
basic crafting macro, this will help if you are making a set of ships
/ui action toolbarSlot00 number of hot key slot tool is in (less 1 - so F3 is Slot02)
/selectDraftSchematic xxx number of schematic you wish to make (nb is based on tool and crafting station)
/pause y time to add resources to schematic
/nextCraftingStage
/nextCraftingStage
/nextCraftingStage
/createPrototype
/createPrototype
/pause 2 covers lag in completing process
/ui action toolbarSlot13 number of following macro
N.B. You can modify this macro to use practice mode which destroys the item but gives a 5% boost to xp. In my opinion this is a massive waste for a shipwright. This is useful for getting xp quick, but it also lets you build (non-experimented) ships quick, which I find useful at lower levels since my assembly rating is often so low that I fail experiments more than I succeed.
Reverse Engineering This is the really cool bit that's new to crafters:
In essence some people have likened RE to slicing and it holds similar characteristics but there is more to it than a random boost. Reverse Engineering is done on looted items (it will have a Reverse Engineering Rating if it can be RE'd) A Shipwright can RE anything his skill can cover (RE skill is gained in various boxes).
For a level 1 item you simply place one item in the tool and it will give a small boost to it (yes, just like slicing) For a level 2 or above item you must place the same number of items (not the same name but the same class and level) in the tool. The tool will then create 1 new item. This item will have average stats from the different items and will give a small final boost. Therefore you will want to keep back that really rare bit of loot you got before you find someone to RE it as a great piece of loot. RE'd with a piece of junk will end up with average stats, even with a boost this will be below the great stuff on it's own.
However if you get a number of rare loot items and a Master Shipwright able to RE it then you could end up with an 'uber' piece of kit. How long it'll last is up to you, the more you die the more decay happens and you need to replace it.
How to craft Better
Ok, first you need to understand your resources.
All resources have statistics, all have OQ (Overall Quality). Most have DR( Decay Resistance), some have PE (potential Energy) The key statistics for Shipwright are OQOverall Quality, CDConductivity - these cover the chassis stats
UT (Unit Toughness) / HR (Heat Resistance) - these cover the armour strength on various components
PE (Potential Energy) - This covers the energy output of various components (weapons / shields etc..)
DR (Decay Resistance) and SR (Shock Resistance are also important in some stats.
The most common stat required is OQ, until I get more crating experience with different materials I won't know what are better combinations to try.
What happens as you add resources to a schematic is SWG calculates the total of the stats and averages them. The details of which stats are used and in what ratio is shown in the schematic on the right. Finding the right resource for the job is essential if you want to make a top-notch ship. Please note: All resources are gated - OQ is always between 1 and 1000, however other stats have hidden maximums, while Copper can reach 1000 CD barely a handful of steel get over 650 CD on live (per SWGcraft.com) Watch for good resources but don't pass on a steel without checking if the stat you want is gated or not.
At the end of this SWG has a maximum % for each attribute of the schematic (i.e. Mass / Hit Points / Max Damage / Min Damage) The experiment box (which will need to be scrolled down on weapons!) shows this and gives 10% blocks by each line. These 10% blocks are where you experiment. Note the number of points is capped at 10 (possibly 12 if skill tapes are added.)
Where you put your skill points is up to you.
Until the balance runs from GreenMarine are completed we can't tell how much difference each stat can get.
My recommendation is currently to consider this - it's no use having the biggest engine in the universe if you can't fit it in the ship, and it's no use having the biggest gun if you haven't got the power to fire it!
Other Experimentation impacts:
Assembly - your assembly skill affects how likely you are to succeed at an experiment (not how many times you can experiment). As such see the species bonuses. Tool - tests show the higher the rating the better, how much I don't know but since if you have 4400 artisan you have 10 points and you only need some high cond copper and junk chemical so it's not difficult to get decent tools. Droid stations - these are the same as a +0 Architect station (TH says so) Architect stations - these range from -15 to +45. Tests have been inconclusive, some have shown no difference at all, some have shown a difference between a -1 and +1 but no difference between a -15 and a -1 or a +1 and a +45, while others have shown a positive impact from a +20. Dev comments have been few and far between but I'd suggest get the best you can find, if you have some really good copper and can find a good Master DE / Artisan then take the components to a novice architect (stations are based on artisan experiment/assembly) and you can get a decent station. Skill tapes - these can improve experimentation (number of experiments) or assembly (chances of success) and are capped at +25 (not seen in beta yet for shipwright) Research Centre - this improves the assembly role in a level 4 or 5 city, although it costs a pretty penny to run it.
Hope someone (anyone?) will find it useful, and if you have any comments, queries or flames (err PM me the flames please, don't clutter the board) feel free to post.
Cheers,
Sencom
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