Shipwright Archive

Thread: Newb shipwright questions about reverse-engineering:

Sunjammer
Tue Mar 22, 2005 8:30 pm
#1

Hi. This is my first post in this forum, although I've been active in others since Sept. I have a couple of questions that I didn't see answers to in the sticky threads (although I could have missed something -- lot ot absorb).

Is there any advantage to using more than the minimum number of looted items required to reverse-engineer the item?

Is there a list of restricted terms for naming RE components, so I can avoid the "that name is restricted" error?

Thanks,


J.
TomoRainer
Tue Mar 22, 2005 8:42 pm
#2

Got a guide written for this.

In response to your questions, you can't use more or fewer items than the RE level of the components--you have to use 6 level 6 capacitors, 2 level 2 boosters, 10 level 10 guns, etc. As for naming.. it's hard to know what all's in the filter, but I know you can't use Arabic numerals (1, 2, 8, etc), the names of preexisting Star Wars manufacturing companies (MandalMotors, Sienar, etc), various canonical words (it filtered "Interceptor," for one), and most likely profanity. There may be others, but a good way to test it is to try out your name on a junk level 1 component. If the filter accepts the name you try there, you'll know it's good for the part you really care about.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Sunjammer
Thu Mar 24, 2005 2:38 pm
#3

Thanks for the link. I found a lot of useful information in there.

I expect it's the numbers that were the problem when I tried to rename RE'd parts. I was always putting some variation of "level 1" in the name. In retrospect it seems obvious, since they aren't allowed in character or droid names either. But it would be nice if people didn't need to look up the description to see the item's level.

Hmm, wonder if roman numerals would work...

Generally speaking, what produces a better experimentation result: using one point per experiment, or two?

Also, do people ever buy trim kits or repair kits? Every other crafting profession I've tried has something I could sell as a novice, something that didn't rely on a master's worth of experimatation points to be competitive. But I'm not selling these at all, even at break-even prices.


J.
TomoRainer
Thu Mar 24, 2005 2:49 pm
#4

Roman numerals do work, you can sell a fair amount of paint/trim stuff, and experimentation is tricky. One point per go is probably a bit safer and makes your reject parts more salable, but I usually do 3 at a time to cut down on time spent crafting. It can really add up when you're handcrafting every part.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


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