Shipwright Archive

Thread: Best way to grind SW?(low-budget for steel)

DigitalGuardian
Thu Dec 23, 2004 5:53 pm
#1

I never have enough steel to fit my SW needs. I'm 2/1/1/0 currently but I'm looking to go 3/1/1/0 to amke myself an x-wing but I'm having trouble finiding the most resource efficient grinding item. Please help me.



Player:Judgement
Pilot:Rebel 3/2/2/2
Ship:X-wing (Desert Fox)
Profession:MD & 3/1/1/2 SW
Rhysen
Thu Dec 23, 2004 7:22 pm
#2






DigitalGuardian wrote:

I never have enough steel to fit my SW needs. I'm 2/1/1/0 currently but I'm looking to go 3/1/1/0 to amke myself an x-wing but I'm having trouble finiding the most resource efficient grinding item. Please help me.






2 choices really.


  • Use all your availible lots to harvest steel and buy the inert petro, low grade ore and aluminum (tend to be cheaper).

  • Grind z95s and double up on your steel harvesters.

I use the 2nd method. So I have 2 steel harvesters running and 1 of the remaining 3 resources. -2for a house/shop and that leaves 3 open lots that I'm using to collect 'special' resources. Aka non-grinding resources for post-grinding.

DigitalGuardian
Thu Dec 23, 2004 7:47 pm
#3


Right now i have 3 heavy harvestorsworking for me,but the "Building is not permitted here" glitch is impeding my harvesting. Thx for advice i'm going to try just building the basic ships, btw how much xp does a heavy class ship offer?

Message Edited by DigitalGuardian on 12-23-2004 08:49 PM



Player:Judgement
Pilot:Rebel 3/2/2/2
Ship:X-wing (Desert Fox)
Profession:MD & 3/1/1/2 SW
Kalano
Thu Dec 23, 2004 10:14 pm
#4

the xp rate is always 1xp/4u. or 1experiance point for every 4 units of material used. doesn't matter what you make.



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Stemman-Intrepid
Fri Dec 24, 2004 12:48 pm
#5

its 2xp/1unit of material for everything else...


maybe shipwright is different... since you go through soo many resources making stuff, they dont want it to be like architect...


*shrug* i dont know...


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Red-Dwarf
Fri Dec 24, 2004 2:45 pm
#6

SW is pretty fixed at .25xp. Most professions are 2xp. Chef has a few at 4xp (and you can even eat them and get 6xp.


There are a few anomolies, some are probably bugs but low priority.


I'd not recommend doing z-95's. they are very very difficult to sell. But you can probably sell some dunelizards or Y-wings. Even tho you may have to cut the price a bit to compete.




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Isrem
Fri Dec 24, 2004 4:46 pm
#7

I guess it was meant for using practice ... what I would suggest anyway until you hit 4xxx of you have the money for this. This way you can sell good quality when you start your shop and it is faster.
If you need the money better craft tier 1-4 ships, they have a least a chance to sell even at very low quality.



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Rhysen
Fri Dec 24, 2004 5:28 pm
#8






Isrem wrote:
I guess it was meant for using practice ... what I would suggest anyway until you hit 4xxx of you have the money for this. This way you can sell good quality when you start your shop and it is faster.
If you need the money better craft tier 1-4 ships, they have a least a chance to sell even at very low quality.





If you need money, ignore the ship chassis and go xxx4 first. Missiles, chaff and launchers are better sellers and the variation between master level damage/charges and such aren't large enough to matter if the price is good. Also less resource intensive so you canmake more to sell.
Velneth
Sat Dec 25, 2004 1:15 am
#9

2xp/unit isn't a hard and fast rule. It isn't close to being a rule. It seem rather chaotic how the XP is granted. Some items are .25 XP/U, some as high as 3.33 xp/u!





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