Shipwright Archive
Thread: any tapes for shipwrights found yet, i know there kinda broken atm
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Droidmaker666
Wed Nov 03, 2004 9:20 am
#1
I have not seen any wondering if there are any skill tapes for shipwrights?
Also i have done tests on the ones i have multi skill tapes 1st skill always work other don't
and say if you have a +2 on your shirt and add another +2 only the 1st +2 seems to work.
Also i have done tests on the ones i have multi skill tapes 1st skill always work other don't
and say if you have a +2 on your shirt and add another +2 only the 1st +2 seems to work.
Slochini
Wed Nov 03, 2004 9:29 am
#2
There are no plans to add tapes to SW...you get 15 points for the weapons line as it is.
Tapes DO NOT stack. If you have a +3 weapon exper shirt and drop a +2 tape on there...YOU LOSE THE +2!
Multi mod tapes....
Rule 1: The HIGHEST number is the one that sticks.
Rule 2: If the mods as the same number (ie: +2 armor assembly, +2 weapon exper) The FIRST mod will stick. They are listed alphabeticaly on the tape as well. Therefore, same number mods will stick alphabetically.
Looted clothing with multi-mods whoever work completely. All mods will work on those. The stacking rule applies here as well. You loot a shirt with +12 Armor exper and have a +10 armor exper tape. If you drop it on that shirt you just lost your +10 tape.
Kniol
Thu Nov 04, 2004 11:41 am
#3
Slochini wrote:
Tapes DO NOT stack. If you have a +3 weapon exper shirt and drop a +2 tape on there...YOU LOSE THE +2!
You can get around this by adding the CA to a different item, then you'll get the total add-on.
Odan_Pazzmarr
Thu Nov 04, 2004 11:47 am
#4
i for one would be very happy if tapes werent ever put in....keeps the playing feild level
AerisGospel
Thu Nov 04, 2004 11:59 am
#5
With so many attributes to experiment, SW need like +100 experimentation tapes to get to full experimetation.
Iarian
Thu Nov 04, 2004 12:23 pm
#6
I agree - Please don't add tapes to this profession... We get hammered by Resourses - can you imagine how much someone will charge if they find one...
Malitevv
Thu Nov 04, 2004 12:34 pm
#7
AerisGospel wrote:
With so many attributes to experiment, SW need like +100 experimentation tapes to get to full experimetation.
the fact that it is impossible to experiment everything to the max is what makes the profession great and interesting. It means pilots have to make choices about what they think is most important. It means shipwrights have to make choices about what they want to offer their customers. And choices add variety to the market and add variety to the game play and are over all a good thing.
think of a ship component like a player character. the reason you don't have enough experimentation points to experiment every stat to its maximum value is the same reason players don't have enough skill points to master every profession simultaneously: if you could do it then every good component would be the same and there would be no variety on the high end of the marketplace.
Blacca
Thu Nov 04, 2004 12:43 pm
#8
It had already been stated officially in beta there will be no shipwright skilltapes.
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