Shipwright Archive

Thread: Initial Shipwright Profession Issues

Celedhros
Thu Nov 04, 2004 4:02 pm
#1


Betatoxin wrote:
- Ships in the same tier can often have vastly different mass capacities. Sometimes several times what other ships do. Is this intended?

Example: Ywing ~150,000 Mass, Tie Fighter ~20,000.


The real problem here is that there are other balancing issues that make these ships somewhat more equal, they're just not exposed to the player. I think this is also related to the engine stat changing bug.

What happens with these chassis is that the chassis type has performance characteristics that get applied to the engine that is placed in them. The fact that the Y-Wing flies like a pig compared to other Tier 1 chassis is somewhat offset by the fact that it has tons more mass, and vice versa. So, even when you place a top tier engine in it, the engine stats will be limited by the performace curve of the chassis. If those performance limitations were exposed to the player on the crafted item itself in some way, then both the pilots and the shipwrights would better understand the relationships between these balancing factors. As it is now, we're just guessing.

The engine stat bug occurs when you attempt to pull an engine back out of a chassis that has applied it's performance limitations to the engine. The calculations that it has done to limit the performance of the engine appear to be permanently applied to the engine specs.

Message Edited by Celedhros on 11-04-2004 03:03 PM



Kan-Tor Bayle
Master ShipWright • BayleTech Systems
Shadows of Alderaan | Lok | Bloodfin

Beauty is only toon deep. - me
LuciferMullins
Thu Nov 04, 2004 5:16 pm
#2

Annoyance for you,when you use the last charge on your RE tool, it pops but does not let you rename the item.



Degriz Morningstar
Currently playing WoW on Kirin Tor
Dead Men Tell No Tales
Death and Honor
"Do not depend only on theory if your life is at stake."

00over0
Thu Nov 04, 2004 10:51 pm
#3

Some people are experiencing issues with trying to generate a ship after buying a chassis from the chassis dealer. They are not able to generate the ship although they have room (that is, less than three ships at the time) in their datapad. Unclear at this time whether or not their certification for that ship has any bearing on the problem.




-----
Etragahl (Former Jedi, Now SOE Slave)
Tal'Ira (Former Creature Handler, Now SOE Slave)

Dear SOE Developers, can I have some of what your smoking??
Acrod_Novys
Wed Nov 10, 2004 2:14 pm
#5






Rolassk wrote:



This should be added to the list --


Armor Component:

Some of you may have noticed that unlike the other components, when this takes damage and is repaired it becomes weaker and weaker.

- The reason is because all the components condition ratings are based on two stats (armor& hitpoints).
- The problem is the armor stat of the Armor Componentsis also used to determine the strength of the armor.


You mayas wellnoticed on your HUD armor is always displayed at 100%. Your taking damage with 100% armor, and boom 2 seconds later you blow up and are left staring at your screen thinking 'W-T-F, it said I had 100% armor!!!'.

- The reason is the HUD (more specifically your component status portion) only displays the hitpoints ofyourcomponents as a percentage.
- The problem is the hitpoint statnever degrades on armor, and thus your armor displays 100% even though it could potentially be knocked out (when you hear a metal thunk sound,it means your armor is gone and you chassis is taking damage, yikes!).


Solutions:

1. Start having the system for Armor Component, detract from armor and hitpoints each time it is hit. However, when theArmor Componentis repaired it does not decay it's armor stat, only the hitpoint stat suffers decay. This way your armor will always be 100% effective just like the other components on your ship, regardless of it's condition/life left.

2.Add a separate armor strength stat, and have the armor stat & hitpoint stat take damage like the other components. This may look a little redundant/confusing though to have two separate armor stats for the Armor Component.

Message Edited by Rolassk on 10-29-2004 10:03 AM






QFE


I was just about to write a topic on this one. Other components serve functions that are not tied to these "decaying" stats. However, I don't think Rolassk's solution #1 will work, because "hitpoints" serve the same funciton as "armor" in the case of Armor. I think #2 should be used (simply call it condition), and in fact nearly must be used to make armor's true degradation acceptable


Point is, this design level oversight means that armor effectively degrades much much faster--once it's at 80%, its armor/mass ratio may already be dropping into the "replace me" range.



Edit: Oh, shoot... "retired"...??? mmkay...

Message Edited by Acrod_Novys on 11-10-2004 01:15 PM



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