Shipwright Archive
Thread: Suits
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CeDara
Tue Aug 02, 2005 8:04 am
#1
Ok I have looked through almost all stickied sections in the shipwright forums and perhaps i am missing it. I want to know what it means to be a +12 or +14 shipwright..
What is the maximum points you can get if your a human?
Does it matter if its in chassis/weaponsystems or what?
More or less im looking for someone to explain this or lead me to a sticky that is already there... I am having no luck finding it...
Thank you for your time
Ce'Dara
AhrienTerrik
Tue Aug 02, 2005 8:23 am
#2
As a Master SW, any char (there is no bonus for specie) has a +150 Engine experimentation mod, +150 Weapon Systems experimentation mod and +100 on all other experimentation mods.
This means a Master SW has 15 points to experiment on items related to Weapon Systems (weapons and their subcomponents, ordnance, countermeasures), 15 points to experiment on items related to Engines (engines and their subcomponents) and 10 points to experiment on other items.
By using cloting attachments (CA) on clothes you can get an extra +25 Weapon Systems experimentation, +25 Engine experimentation and +25 Armor experimentation (you can get more than that, but anything over +25 won't give you any benefit) for a total of a +175 Engine experimentation mod, +175 Weapon Systems experimentation mod, +125 Chassis experimentation mod and +100 on all other experimentation mods.
With such a complete suit, a Master SW has 17 points to experiment on items related to Weapon Systems (weapons and their subcomponents, ordnance, countermeasures), 17 points to experiment on items related to Engines (engines and their subcomponents), 12 points to experiment on chassis, armor and their subcomponents and 10 points to experiment on other items.
Finally, you only get 1 point of experimentation for each +10 experimentation mod, so having +175 gives you the same points as having +170, and that's why most SW will stop buying CAs when they get the +20 instead of +25.
This means a Master SW has 15 points to experiment on items related to Weapon Systems (weapons and their subcomponents, ordnance, countermeasures), 15 points to experiment on items related to Engines (engines and their subcomponents) and 10 points to experiment on other items.
By using cloting attachments (CA) on clothes you can get an extra +25 Weapon Systems experimentation, +25 Engine experimentation and +25 Armor experimentation (you can get more than that, but anything over +25 won't give you any benefit) for a total of a +175 Engine experimentation mod, +175 Weapon Systems experimentation mod, +125 Chassis experimentation mod and +100 on all other experimentation mods.
With such a complete suit, a Master SW has 17 points to experiment on items related to Weapon Systems (weapons and their subcomponents, ordnance, countermeasures), 17 points to experiment on items related to Engines (engines and their subcomponents), 12 points to experiment on chassis, armor and their subcomponents and 10 points to experiment on other items.
Finally, you only get 1 point of experimentation for each +10 experimentation mod, so having +175 gives you the same points as having +170, and that's why most SW will stop buying CAs when they get the +20 instead of +25.
CeDara
Tue Aug 02, 2005 8:52 am
#3
Ok another question.... what do the +10 (for example) to chassis assembly do for a SW, what do those affect
Thank you for the very complete answer
Ce'Dara
Lotifo
Tue Aug 02, 2005 6:51 pm
#4
There was another thread that touched on this...
Iiscandar wrote:
Ithorians receive +10 to Chassis, Power Systems, Shields, and Advanced Assembly (capacitors and droid interfaces), while Sullustans receive +10 to Boosters, Engines, and Weapons Systems.
And
Goraf wrote:
In other words, a slightly higher chance of getting amazing successes when experimenting chassis (probably armor too), reactors, shields, capacitors, and droid interfaces. Correct me if I'm wrong, but that's the same bonus you get from an inspiration buff or from crafting in a research center.
Hope that helps. ![]()
AhrienTerrik
Thu Aug 04, 2005 1:34 am
#5
CeDara wrote:
Ok another question.... what do the +10 (for example) to chassis assembly do for a SW, what do those affect
Thank you for the very complete answer
Ce'Dara
Assembly mods are only used in the assembly crafting step, that is, prior to experimenting and are not used for anything else.
Assembly mods are worth nothing, since they only help you get better assembly results but
a) you no longer lose resources on a critical failure
b) amazing successes yield the same result as a great success
c) as a Master SW I don't get any other assembly result.
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