Shipwright Archive

Thread: New SW looking for some help

Nearro
Tue Sep 06, 2005 2:58 pm
#1

Armor, I'd have to agree. Max the armor, then rest in mass, unless you are custom building it.

Boosters, I typically won't make many of them, so that's more of a tossup. I think 2 of my 14 ships have boosters currently in them. Granted, that's just based on my mindset of never running from a fight.

Capacitors, for stocking a merchant, I aim for highest energy, then rest into recharge. Oddly enough, even though they sell quite nicely, the vast majority of my custom orders call for a higher recharge, then rest into energy. Personal preference is the first way, higher energy = more CTSS. Granted, recharge does play a big role in that, but most all of mine get crafted with at least 45+ recharge, so they can still power 3 guns quite nicely and have a little room to recharge for a CTSS.


As far as a thread concerning this, don't think one has ever been made, simply because it's really based on what people will buy. Trying to peg the market is not easy. Some weeks, high energy caps sell faster then I can stock them. Then the next week, they won't move at all and I'll be having a ton of custom orders for high recharge.

There is, however, a really good thread somewhere (probably best to search, no link offhand) that lists all the experimentation values. I know Tinkerer has a nice Excel spreadsheet with a lot of them (no sub-comps on his), but there's another thread that has everything short of the Elite stuff. It really helps to glance over those to see what's going to be the best return per point spent.

**Found the link just as I was typing this up. Full stats on all shipwright crafted items by Mailo



NearroCEO of NearroSpace
Nearro's-Ships CrafterHead Engineer and Productions Manager, NearroSpace
-1033, -4372 Naboo, just 540m North of Oasis, Bloodfin
=====Nearr's Armorsmith Cheat-Sheet=====
=====Nearro's DPS Calculator=====

Zodiac-B
Tue Sep 06, 2005 3:44 pm
#2

I'm Pilot and SW:




ZagaSabin wrote:

Armor: Mark I (Armor Rein Panel)

Armor - 284.6

Hitpoints - 233.8

Mass 915.8


As a Pilot, I want the lowest mass possible and just enough Armor to take a hit or two. To me, the Armor is only there because I was too slow hitting CTSS. I'd rather allocate my mass to my DI / Astromech so I can hit CTSS over and over.


Booster: Mark I (Booster Overdriver)

Reactor Energy Drain - 565.7

Mass - 1029.8

Booster Energy - 1207

Booster Recharge Rate - 22.2

B. Energy Consumption Rate - 113.1

Acceleration - 28.7

Top Booster Spd - 32.2


Again, mass is everything. Boosters are a convenience, nothing more (for the most part). If I can squeeze them in there,bonus! Therefore, mass is number one, then consumption rate to make it last. If anything left, then go spd.


However, as a SW,I find mostpilotsdon't follow the consumption rates closely, so they look for the big numbers of mass and speed. Therefore, I would make some top speed boosters as welland sell each version labelling as follows: Top Speed Booster (Escape Mode) and Longevity Burn Booster (Duration Mode).


Capacitors: Mark I (Heavy Battery)

Reactor Energy Drain - 1170.4

Mass - 957.2

Capacitor Energy - 843.7

Recharge Rate - 35.3


I never experiment on Reactor Drain. That's what Reactor Overload 3 is for. Crafting these can go both ways like the boosters. Most ships have no problem keeping their capacitor energy up with Capacitor Overload 3, so in this case Cap Energywould be first for CTSS, then mass. For the few ships that need that extra Recharge Rate due to 4 weapons, I'd keep two in stock: 1 with max recharge / low mass, the other with max recharge / high energy. These won't sell often, so don't waste your resources by stocking a bunch.












Zodiac Enterprises - Corellia (near Coronet) 192 -5487

Suarat: Master Shipwright 12/17/17 - Akron's Havok Squadron Ace Pilot
CAIDOZ: Elder Jedi - CorSec Squadron Ace Pilot
Aurilius Maximus: Commando - Completed 6th mastery, hesitant to continue due to Kessel Spawn

ZagaSabin
Tue Sep 06, 2005 4:00 pm
#3


Thanks for the input guys!


Working on Droid interfaces now, do you just use a Brainupgrade I in all versions Marks I - V. From what Ive seen you get no extra spd bonus from the upgrade I to the V is this a known bug? Or meant to be that way.


Edit: Found the answer it is a known bug

Message Edited by ZagaSabin on 09-06-2005 04:06 PM




JTF (Joint Task Force)
Eiwae Ileano - (^) Force Master
Sokee - Consent me Dumbass!
Former V (Vanguard) Former LAW (Legends Among Warrios)

Jagged-F3l
Tue Sep 06, 2005 10:14 pm
#4






ZagaSabin wrote:

Hey guys I have read through all the stickies and have gone back about 10 pages in this board and also have checked all the pages in swgcraft, and I am also a Master Pilot so been crafting my components based on what I used to use, granted its been a few months since Ive been in space and not real fresh on everything.


What I need help with and hopefully there is a guide out there somewhere is what to experiment on with each ship component and also which subcomponent to use.


So far Ive made Armor, Booster and Caps. I will list my stats for the Mark I of each version. I know my resources are good so not asking if the componet is good stats but whether or not I am experimenting on the right thing.


If for some reason there has not been a guide like this yet, once I manage to go through everything and get feedback from the community on whats best or what sells the best I might try and consolidate the information here and make a guide.


Armor: Mark I (Armor Rein Panel)

Armor - 284.6

Hitpoints - 233.8

Mass 915.8


Booster: Mark I (Booster Overdriver)

Reactor Energy Drain - 565.7

Mass - 1029.8

Booster Energy - 1207

Booster Recharge Rate - 22.2

B. Energy Consumption Rate - 113.1

Acceleration - 28.7

Top Booster Spd - 32.2


Capacitors: Mark I (Heavy Battery)

Reactor Energy Drain - 1170.4

Mass - 957.2

Capacitor Energy - 843.7

Recharge Rate - 35.3


These are my observations from these components, feedback is very much welcome.


*Armor - pretty clear hear that you want to cap out Armor rating and put the rest of your points into mass, is this true for all levels of armor?


*Boosters - Want to cap out spd and then experiement into consumpation rate or energy trying to get as close as you can to a 10 second boost. What do your customers seem to like more higher energy or lower consumpation rate? Lower consumpation rate to me would seem to be the best choice as that will give you a lower energy and a faster recharge time, this one is experimented in energy.


*Capacitors - This was a toss up for me, really didnt know whether or not to cap recharge rate or capacitor energy, this one is capped recharge rate. Which one do you find that your customers like best and do you use another sub besides the heavy battery?


Thanks in advance for all the help,







Armor -- always add a reinforcement panel and experiment first on AHP and then on mass. For the reinforcement panel, do the same.


Booster -- IIScander stickied a post awhile back that talked about the "10 second booster". I thought this was some of the best advice I have seen concerning booster experimentation. Basically, if you addan extended life fuel cell and experiment on booster energy, then on consumption rate, you should be able to craft a booster that will give you a 10 second burn. Grant it, recharge, speed, and acceleration won't be stellar. However, if you work out the math, you'll find that a longer burn has a better return than speed and acceleration. As for recharge, you can't have everything.


Capacitors -- I always add a quick recharge battery (experimenting on nothing but recharge rate) and then experiment on nothing but recharge rate. Haven't had a dissatisified customer yet. However, there are a few exceptions. For ship buildouts with more than two weapons, I will use some experimentation points on capacitor energy (giving the weapons enough energy and a little left for shunting to the shields).



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Bucke-Thead
Tue Sep 06, 2005 11:21 pm
#5

For boosters I follow the 10sec booster advise but then I tend to go for a 30sec recharge as well...

Only time I use a booster is when I took on a little too much and need some distance to get it together... I then usually head back into the fray and find myself in the same situation



= Bekah Cudet =
Master Shipwright +2 Engines, +2 Weapons systems
-1030 1200 Cultist Refuge, Dantooine

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Click here to be put out of your misery

ZagaSabin
Wed Sep 07, 2005 12:25 am
#6

Hey guys I have read through all the stickies and have gone back about 10 pages in this board and also have checked all the pages in swgcraft, and I am also a Master Pilot so been crafting my components based on what I used to use, granted its been a few months since Ive been in space and not real fresh on everything.


What I need help with and hopefully there is a guide out there somewhere is what to experiment on with each ship component and also which subcomponent to use.


So far Ive made Armor, Booster and Caps. I will list my stats for the Mark I of each version. I know my resources are good so not asking if the componet is good stats but whether or not I am experimenting on the right thing.


If for some reason there has not been a guide like this yet, once I manage to go through everything and get feedback from the community on whats best or what sells the best I might try and consolidate the information here and make a guide.


Armor: Mark I (Armor Rein Panel)

Armor - 284.6

Hitpoints - 233.8

Mass 915.8


Booster: Mark I (Booster Overdriver)

Reactor Energy Drain - 565.7

Mass - 1029.8

Booster Energy - 1207

Booster Recharge Rate - 22.2

B. Energy Consumption Rate - 113.1

Acceleration - 28.7

Top Booster Spd - 32.2


Capacitors: Mark I (Heavy Battery)

Reactor Energy Drain - 1170.4

Mass - 957.2

Capacitor Energy - 843.7

Recharge Rate - 35.3


These are my observations from these components, feedback is very much welcome.


*Armor - pretty clear hear that you want to cap out Armor rating and put the rest of your points into mass, is this true for all levels of armor?


*Boosters - Want to cap out spd and then experiement into consumpation rate or energy trying to get as close as you can to a 10 second boost. What do your customers seem to like more higher energy or lower consumpation rate? Lower consumpation rate to me would seem to be the best choice as that will give you a lower energy and a faster recharge time, this one is experimented in energy.


*Capacitors - This was a toss up for me, really didnt know whether or not to cap recharge rate or capacitor energy, this one is capped recharge rate. Which one do you find that your customers like best and do you use another sub besides the heavy battery?


Thanks in advance for all the help,





JTF (Joint Task Force)
Eiwae Ileano - (^) Force Master
Sokee - Consent me Dumbass!
Former V (Vanguard) Former LAW (Legends Among Warrios)

MrHawat
Wed Sep 07, 2005 6:56 am
#7


Another good source for what to experiment might be the stickies in the Pilot Forum. It will give you an idea of what pilots want. Different factions have different requirements. The imps are very concerned with mass because most of their ships have low mass. You will also get an idea of what droid programs are in general use. Some of these would make you change your mind on what would logically be important. You would think that on a reactor the total energy would be very important but with the reactor overload programs, alot of Masters use Mark III because of the mass. On shields f/b hitpoints are more important because Cap to shield shunt is popular and so is cap overload.
Smerk
Wed Sep 07, 2005 2:45 pm
#8



ZagaSabin wrote:

Thanks for the input guys!

Working on Droid interfaces now, do you just use a Brainupgrade I in all versions Marks I - V. From what Ive seen you get no extra spd bonus from the upgrade I to the V is this a known bug? Or meant to be that way.

Edit: Found the answer it is a known bug

Message Edited by ZagaSabin on 09-06-2005 04:06 PM




Yes, just gonna say some of the upgrades it makes sense just to make the mark 1 and use it it for all the higher level components, at least until you get a feel for what's in demand. The higher level upgrades are a huge bump in resources, and IMO don't bring a high enough return, even for those that aren't bugged.

The speed upgrade on engines are another example, where the mark 1 upgrade gets just under +10, and for something like 4x more material the mark 5 only goes to +15. I would just use the mark 1 upgrade for most engines unless it's a special order, or just make a few with the top level upgrades, with an appropriate markup.



-----------
Smerk

If I win your auction, offer to one of
Yogsoth's vendors on Tatooine at 3404 -5668 (near Mos Eisley)
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