Shipwright Archive
Thread: Any news on resources quality and experimentation making a bigger difference?
Ackew wrote:
Not sure if this applies to chassi's or components. But resources sure make a HUGE difference in components. I would'nt want then to in chassi's. i use enough of them as it is trying to keep with thedemand.
I would like to see experimentation matter a bit more for components. But I would, in fact, like to see experimentation removed completely from chassis. As it stands now, you cannot really improve your chassis much but you always face a risk of having a critical failure.
In general, there needs to be a balance between the amount of resources and how much the quality of them matters. If they increase the importance of resource qualities, they also need to reduce the amount of resources used - and vice versa. For chassis I feel that the amount of resourcesneeded right now should mean NO experimentation at all.
StumanKadir wrote:
You're kidding? I made a Tie Opressor using run of the mill resources (post patch 11.2) and made a 155k model. Using my good resources I got it up too 172k. Thats a big difference in mass that people tend to pay very well for (the 172k model sold for 1.3m btw which was close to 9.5cpu. A good price for a chassis by my reckoning considering I used only harvested materials in the construction.
That can simply not be true. Since the mass (and all other stats) scales linearly while experimenting, it is quite easy to see how high a stat can possibly be. I have been writing down the stats during experimentation for most chassis and components. For the post-patch Opressor I got the following values for the mass
10% --> 147070
48% --> 149920
Now you can easily scale this up to 100%:
100% --> 153820
There can be some slight rounding error but I would say this shows that the post-patch Opressor cannot get a higher mass than 154k even when using perfect resources. And I doubtit is even possible to get 1000 stats on all of the resources used.
What might have happened for that Opressor is that it appears they actually changed the mass before the real patch. I say this because a friend of mine bought an Opressor with 170k before shutdown last night (on Chimaera).
pervel wrote:
StumanKadir wrote:
You're kidding? I made a Tie Opressor using run of the mill resources (post patch 11.2) and made a 155k model. Using my good resources I got it up too 172k. Thats a big difference in mass that people tend to pay very well for (the 172k model sold for 1.3m btw which was close to 9.5cpu. A good price for a chassis by my reckoning considering I used only harvested materials in the construction.
That can simply not be true. Since the mass (and all other stats) scales linearly while experimenting, it is quite easy to see how high a stat can possibly be. I have been writing down the stats during experimentation for most chassis and components. For the post-patch Opressor I got the following values for the mass
10% --> 147070
48% --> 149920
Now you can easily scale this up to 100%:
100% --> 153820
There can be some slight rounding error but I would say this shows that the post-patch Opressor cannot get a higher mass than 154k even when using perfect resources. And I doubtit is even possible to get 1000 stats on all of the resources used.
What might have happened for that Opressor is that it appears they actually changed the mass before the real patch. I say this because a friend of mine bought an Opressor with 170k before shutdown last night (on Chimaera).
Ricven wrote:
Well unsure about you all, but I do not use ALL EXTRAORDINARILY GREAT RESOURCES in all areas of the chasis however I do use in most of it. I have made 2 master ships one the Neutral yt-1300 with mass of 5 million, and I also made the rebel one forget the name off hand, and it had the mass of 5.5 million. Then last night I made a b-wing for a customer with 280k mass, I have tried with piss porr stuff, and great stuff really not that big of difference in the chasis. Of course like everyone has said in components different story.
Are you sure that was a B-Wing with 280K Mass?
If so, I'll have to throw the BS flag on this one. Standard average resource B-Wing is 240K mass. I happen to love the B-Wing, and I just hit master pilot last nite and had one of our Shipwrights make me an "Uber" one with extreamly good resources. I did this knowing it was not going to be worth the little mass I got. B-Wings made with decent resouces by a master with full mass experimentation typically we make at 241K mass. Mine with uber grade resources came out at 243K and change. I could maybe see getting to 244K mass but no higher, definatly no where close to 280K.
As for MP ships, weather you use 1OQ material or 1000OQ material, your going to have more mass than you could ever possibly use. If you actually use good resources on Multi-ships...thats nutty. I don't think the costomer cares of they have 4,999,999 mass or 5,100,000 mass.
I did a down and dirty study on some stat differances in Tomo's engine thread. I'll post the results here.