Shipwright Archive
Thread: Numbers, numbers, who's got the numbers?
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pervel
Fri Oct 29, 2004 8:19 pm
#1
That is actually a very good question. I'd like to see the guides adding info about what each stat means. Some of them are obvious but some are far from obvious.
For instance, it is a no-brainer that you want the droid speed to be faster. But it is certainly not obvious if a higher or lower number on this stat means faster or slower. If the droid speed stat is like the the speed stat on weapons (in the ground game), then you actually want a low number. But I seem to remember from experimenting in beta that the number went up when you used more experimentation points on that property. So it would appear that in this case you would want a high number.
Most of all I would like some detailed clarification from the devs about each stat. But they generally seem to believe that secrecy makes a better game - which I strongly disagree with. So we probably have to try to figure it out ourselves as usual.
NeoEcks
Fri Oct 29, 2004 8:33 pm
#2
as i buy items, and find looted items i am SLOWLY begining to uderstand what all the numbers plastered all over the itmes mean.
mass: low = good
energy drain: low = good
but there are still some things i can't wrap my mind around which is better, high or low.
engine
yaw rate maximum: high or low?
roll rate maximum: high or low?
shields
Shield Recharge Rate: high or low?
droid interface
Droid Command Speed: high or low?
weapons
Energy/Shot: high or low?
Refire Rate: high or low?
can anyone fill me in on what i should be looking for in these areas?
thank you very much
mass: low = good
energy drain: low = good
but there are still some things i can't wrap my mind around which is better, high or low.
engine
yaw rate maximum: high or low?
roll rate maximum: high or low?
shields
Shield Recharge Rate: high or low?
droid interface
Droid Command Speed: high or low?
weapons
Energy/Shot: high or low?
Refire Rate: high or low?
can anyone fill me in on what i should be looking for in these areas?
thank you very much
Feldspar
Fri Oct 29, 2004 8:52 pm
#3
Well, based only on common sense (No factual info), I'd say..
engine
yaw rate maximum: high or low? High
roll rate maximum: high or low? High (Why wouldn't you want the Maximum of something to be high?)
shields
Shield Recharge Rate: high or low? High
droid interface
Droid Command Speed: high or low? Unsure
weapons
Energy/Shot: high or low? Low
Refire Rate: high or low? Low
Those'd be my guesses
engine
yaw rate maximum: high or low? High
roll rate maximum: high or low? High (Why wouldn't you want the Maximum of something to be high?)
shields
Shield Recharge Rate: high or low? High
droid interface
Droid Command Speed: high or low? Unsure
weapons
Energy/Shot: high or low? Low
Refire Rate: high or low? Low
Those'd be my guesses
dspawn
Fri Oct 29, 2004 10:04 pm
#4
mass: low = good
energy drain: low = good
engine
yaw rate maximum: high
roll rate maximum: high
shields
Shield Recharge Rate: high
droid interface
Droid Command Speed: high
weapons
Energy/Shot: low
Refire Rate: low
energy drain: low = good
engine
yaw rate maximum: high
roll rate maximum: high
shields
Shield Recharge Rate: high
droid interface
Droid Command Speed: high
weapons
Energy/Shot: low
Refire Rate: low
Message Edited by dspawn on 10-29-2004 10:04 PM
pervel
Fri Oct 29, 2004 10:24 pm
#5
That is actually a very good question. I'd like to see the guides adding info about what each stat means. Some of them are obvious but some are far from obvious.
For instance, it is a no-brainer that you want the droid speed to be faster. But it is certainly not obvious if a higher or lower number on this stat means faster or slower. If the droid speed stat is like the the speed stat on weapons (in the ground game), then you actually want a low number. But I seem to remember from experimenting in beta that the number went up when you used more experimentation points on that property. So it would appear that in this case you would want a high number.
Most of all I would like some detailed clarification from the devs about each stat. But they generally seem to believe that secrecy makes a better game - which I strongly disagree with. So we probably have to try to figure it out ourselves as usual.
justapilgrim
Fri Oct 29, 2004 10:33 pm
#6
personally i prefer my weapons to refire faster rather than slower
pervel
Fri Oct 29, 2004 11:38 pm
#7
justapilgrim wrote:
personally i prefer my weapons to refire faster rather than slower
I doubt anybody disagrees with that. What is your point?
LonelyGhost
Fri Oct 29, 2004 11:47 pm
#8
Firing faster measn they drain the Capacitor faster, which means you will more quickly be stuck with no energy to fire. Unless oyur Reacotr is beefy, and your Capacitor recharge rate is high...which meant he Mass or the Energy Droin (or both) are higher...which may affect the other components......heheh
THis is why I love SW. There are so many ways to build a ship! But I too am interested to hear actual experiences form people using a certain ship with 2 different engines...one for high YPR and one with low YPR.
CerionSkydreamer
Fri Oct 29, 2004 11:48 pm
#9
Let me add a few more for your examination:
Boosters:
Booster energy level: higher the better
Booster Recharge rate: higher the better
Booster consumption: lower the better.
A good rule of thumb with boosters: Divide Max booster level by the consumption rate. An 'average' booster has a ratio of about 10:1, ie 1100 units of energy/110 units consumption = 10:1. Ideally you want Higher energy level, for example 1980 (one looted booster I had in beta) and consumption rate of say 100. That'd give you a 19.8:1 ratio. This means your boost lasts longer. In my experience a poor booster has a ratio that's less than 10:1, like say 9:1 or 8:1.
Of course boosters have other characteristics you might wish to consider, such as acceleration and max speed. High acceleratin and max speed might help you avoid missles easier, or give you an advantage in a dogfight. Longer lasting boosters with high ratios might be nice for general travel or retreat from combat.
Capacitor:
recharge rate: higher the better
Max capacitor: higher the better.
Missles:
Refire rate: lower the better.
If I think of more, I'll post 'em. I'm at work right now and can't looksee.
Boosters:
Booster energy level: higher the better
Booster Recharge rate: higher the better
Booster consumption: lower the better.
A good rule of thumb with boosters: Divide Max booster level by the consumption rate. An 'average' booster has a ratio of about 10:1, ie 1100 units of energy/110 units consumption = 10:1. Ideally you want Higher energy level, for example 1980 (one looted booster I had in beta) and consumption rate of say 100. That'd give you a 19.8:1 ratio. This means your boost lasts longer. In my experience a poor booster has a ratio that's less than 10:1, like say 9:1 or 8:1.
Of course boosters have other characteristics you might wish to consider, such as acceleration and max speed. High acceleratin and max speed might help you avoid missles easier, or give you an advantage in a dogfight. Longer lasting boosters with high ratios might be nice for general travel or retreat from combat.
Capacitor:
recharge rate: higher the better
Max capacitor: higher the better.
Missles:
Refire rate: lower the better.
If I think of more, I'll post 'em. I'm at work right now and can't looksee.
Message Edited by CerionSkydreamer on 10-29-2004 11:55 PM
Message Edited by CerionSkydreamer on 10-30-2004 12:00 AM
NeoEcks
Sat Oct 30, 2004 7:09 am
#10
CerionSkydreamer wrote:
Let me add a few more for your examination:
Boosters:
Booster energy level: higher the better
Booster Recharge rate: higher the better
Booster consumption: lower the better.
A good rule of thumb with boosters: Divide Max booster level by the consumption rate. An 'average' booster has a ratio of about 10:1, ie 1100 units of energy/110 units consumption = 10:1. Ideally you want Higher energy level, for example 1980 (one looted booster I had in beta) and consumption rate of say 100. That'd give you a 19.8:1 ratio. This means your boost lasts longer. In my experience a poor booster has a ratio that's less than 10:1, like say 9:1 or 8:1.
Of course boosters have other characteristics you might wish to consider, such as acceleration and max speed. High acceleratin and max speed might help you avoid missles easier, or give you an advantage in a dogfight. Longer lasting boosters with high ratios might be nice for general travel or retreat from combat.
Capacitor:
recharge rate: higher the better
Max capacitor: higher the better.
Missles:
Refire rate: lower the better.
If I think of more, I'll post 'em. I'm at work right now and can't looksee.Message Edited by CerionSkydreamer on 10-29-2004 11:55 PM
Message Edited by CerionSkydreamer on 10-30-2004 12:00 AM
this is GREAT information
thanks all for your input. i think if we all put our heads together we can figure this stuff out.
i guess the real issue i was having was (just like with the ground game) it is difficult to tell if a higher number always means 'faster' i.e. weapon speed, but weapon refire rate 'space weapon speed' seems to be the opposite?
again thanks everyone for your help!
ianricho
Sat Oct 30, 2004 7:45 am
#11
droid interface
Droid Command Speed: high
Are you sure about this? I haven't had chance to test this yet, but in beta it was the wrong way round so actually the best droid interface you could get was a mark 1, did they fix it?
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