Shipwright Archive
Thread: Shipwright Bugs/Issues Dec. 8, 2004
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styx66
Wed Dec 08, 2004 11:33 pm
#1
Current to 12/8/04.
Let me know of any errors or omissions!
BUGS
Major
- Crafted components inferior to looted components
- Primarily Boosters, Capacitors, Engine Y/P/R
- Crafter Identification being removed
- RE: Need second chance to name if first choice is reserved
- Weapon schematic line Max Damage calls for OQ/Conductivity but affectedby OQ/PE instead.
- Droid Interface:
- Droid Brain Upgrade:
- All levels havesame speed reduction
- RE: Tool with 1 charge left
- can destroy items
- can just expel items
- can make an item but not let you name
- Armor Hitpoints HUD Display
- Armor hitpoints always 100%, useless display.
Minor
- Resource Density on new Ore higher than standard ore cap
- Cert levels not displayed on countermeasure launchers (in crafting display) or CM packs at all
- Shipwright trainer waypoints incorrect
- RE/CERT mismatch
- Some loot has a higher Cert level than RE level
- Bug or intended?
- Booster: Heavy Fuel Cell
- "Experimental Booster Energy Consumption" experimentable, but no value displayed.
- Graphic bug: Crafted blasters appear backwards on the Ixiyen, style 2, weapon slot 1.
- Crafted components inferior to looted components
- Primarily Boosters, Capacitors, Engine Y/P/R
ISSUES
Major
- Crafted components inferior to looted components
- Primarily Boosters, Capacitors, Engine Y/P/R
- More data from chassis schematics/deeds (ship characteristics)
- Subcomponents not scaling properly with new mass values
- Weight Limiters useless, an enhanced version of one level lower is more efficient
- e.g. Mark V mass reduction about 3.5k on a 50k mass, better to use lower level component
- Low level reactors ideal, plenty of energy and light
- Crafted components inferior to looted components
- Primarily Boosters, Capacitors, Engine Y/P/R
- Reverse Engineering:
- Relax Naming Restrictions
- Some indicator of RE'd status (can be confused with crafted items)
- Components - More understandable decay indicator
- Components - More detailed schematics
- Crafted components inferior to looted components
- Primarily Boosters, Capacitors, Engine Y/P/R
- Chassis - Picture of chassis upon examine
- Texture Kit Preview ability
- Condense Texture/Paint Kits into "Ship Customization Kit" similar to Vehicle Customization Kit.
- Crafted components inferior to looted components
- Primarily Boosters, Capacitors, Engine Y/P/R
- Missile launchers should accept sub-level missiles (e.g. Mark III launcher could fire Mark I missiles)
Minor
- Bring shields in line with weapons (15 exp points)
- RE: Leave stats window up while naming
- Cert/RE level upon mouse-over in inventory.
- Paint kits lost in giant list of components on vendors, only show in base Ship Components category.
- IFF/EMM chaff packs only 8 per pack experimented fully.
- Ability to "Virtually" load ship to test mass/energy limits while shopping in player cities.
- Change missile requirement to 'metal'
- Reverse Engineering should give Starship Crafting Experience
Message Edited by styx66 on 12-09-2004 04:09 PM
SSSnuggles
Thu Dec 09, 2004 12:37 am
#2
#1 Major, #8 Minor in bugs and #1,#8,#12 in Major Issues are all the same... just stressing the importance?
Random suggestion that I've seen floated and could appear here somewhere as a potential aid to Engines, combine Y/P/R
styx66
Thu Dec 09, 2004 2:18 am
#3
SSSnuggles wrote:
#1 Major, #8 Minor in bugs and #1,#8,#12 in Major Issues are all the same... just stressing the importance?
Random suggestion that I've seen floated and could appear here somewhere as a potential aid to Engines, combine Y/P/R
trying to draw attention i guess... thus far i've had no dev response on the issue and its frustrating ![]()
Mailo
Thu Dec 09, 2004 2:49 am
#4
Bugs: Major: #5
Not only the Mark I and Mark II of Droid Brain Upgrades have the same speed modifier, it applies to all levels, making Mark II-V rather useless.
Also, the other optional upgrade for Droid Interfaces, Maintenance Reduction Kit, suffers from the same problem ... the speed modifier stays the same throughout all five levels, making any except the highest possible useless.
Not only the Mark I and Mark II of Droid Brain Upgrades have the same speed modifier, it applies to all levels, making Mark II-V rather useless.
Also, the other optional upgrade for Droid Interfaces, Maintenance Reduction Kit, suffers from the same problem ... the speed modifier stays the same throughout all five levels, making any except the highest possible useless.
EnFERn0
Thu Dec 09, 2004 4:57 am
#5
Mark III armor experimenting. Way too many criticals.
A crate with 25 reinf parts. I critted on 10, 15 went through.
Mark IV with same. Critted on 2
Mark V with same. Critted on 3.
TomoRainer
Thu Dec 09, 2004 5:05 am
#6
I used a #4 texture kit on a Kihraxz today and it worked fine. None of them add much color, but they do change the designs, so I don't think they're broken (though I haven't tested all of them).
rgrocott
Thu Dec 09, 2004 11:01 am
#7
Two things:
1) Re: Major Bug #7, I've never had a problem loading missiles or countermeasures from crates - I have done this with chaff, micro-chaff, and mark II and III Proton missiles without any errors.
Edit: Ignore #2 - I need to go back and check what resources I was using, when I'm sober 
Message Edited by rgrocott on 12-10-2004 11:26 AM
Tynvyr
Thu Dec 09, 2004 1:02 pm
#8
Major to me:
Shipwright XP cannot be exchanged for FS-Crafting XP. (Any other Elite Crafter can as far as I know ....)
styx66
Thu Dec 09, 2004 5:14 pm
#9
EnFERn0 wrote:
Mark III armor experimenting. Way too many criticals.
A crate with 25 reinf parts. I critted on 10, 15 went through.
Mark IV with same. Critted on 2
Mark V with same. Critted on 3.
Can anyone confirm this? I have not noticed this and i just ran off a bunch of mark 1 - 4. It could have been just incredibly horrible luck.
Hollow1Neville wrote:
Also, what about the 'good' successes I get in any of the parts which do not have 15 points of experimentation? I also have an abnormal amount of critical failures in any experimentation on any component which has only 10 experimentation points. I have never gotten 'good' success in the 15 experimentation parts!
I dont see what you're getting, perhaps because i do all my crafting in a research center... It is interesting though, some hard data would be great.
Rogue1970 wrote:
Bug: The SW guide states you get 1% for cert 1, 5% for cert 5, and 10% for cert 10 RE'd items and so on- which in fact we are getting 1% for cert 1, 2% for cert 2/3, 3% for 4/5, 4% for cert 6/7/8 and 5% for cert 9/10 items.
It 'almost' makes the benefits of REing dissapointing compared to the original Beta 'random ranges' of 1-10%
Can this be added to the list?
If intended - please correct the SW guide.
Yeah i'll fix it... I just hate having to go through and correct all the errors (links etc) that the graphical editor kills from my nice html post. ![]()
Atreus47
Fri Dec 10, 2004 12:23 am
#10
RE'ed weapons are also generally superior to crafted ones. I use a level 6 RE'ed blaster, it has higher damage then my best level 7 crafted weapons, .650+ mods on armor and shields (furthering the damage gap), has faster rate of fire, and is MUCH lighter and easier on the reactor. I also use a level 7 RE'ed weapon, same story as the level 6 bascially. The loot/RE weapons do tend to have a much higher energy per shot, but with capacitor overcharge im finding that ES isn't an issue anymore.
Hollow1Neville
Fri Dec 10, 2004 1:17 am
#11
Also, what about the 'good' successes I get in any of the parts which do not have 15 points of experimentation? I also have an abnormal amount of critical failures in any experimentation on any component which has only 10 experimentation points. I have never gotten 'good' success in the 15 experimentation parts! 
Rogue1970
Fri Dec 10, 2004 1:23 am
#12
Bug: The SW guide states you get 1% for cert 1, 5% for cert 5, and 10% for cert 10 RE'd items and so on- which in fact we are getting 1% for cert 1, 2% for cert 2/3, 3% for 4/5, 4% for cert 6/7/8 and 5% for cert 9/10 items.
It 'almost' makes the benefits of REing dissapointing compared to the original Beta 'random ranges' of 1-10%
Can this be added to the list?
If intended - please correct the SW guide.
tsxx1
Sat Dec 11, 2004 4:17 am
#13
Minor
- Paint kits lost in giant list of components on vendors, only show in base Ship Components category.
This has been changed. Paint and Texture Kits are now in the "Misc" category. Any Kits you have on a vendor need to be retrieved (not just withdrawn) for their category to update. Now they get lost in lists of factory crates, hehe.
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