So...you want to be a shipwright? A Guide...

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Laidbacca
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So...you want to be a shipwright? A Guide...

Post by Laidbacca » Thu Nov 15, 2007 4:03 pm

First of this is not a how to get there guide, but hopefully an indepth look at the shipwright profession within structures trader for those who have just mastered and have a ton of questions regarding it.

So you have just finished your apprenticeship grind and are now presented with the problems of a lot of schematics, no or very little in the way of resources and a server which has established veteran players who seem to make amazing stuff.

To get a feel for shipwright straight away it would be extremely advantageous to master a pilot squadron, there are 3 Imperial, 3 Rebel and 3 Freelancer squadrons and with the exception of the Freelance Corsec squadron they are all somewhat faction alligned. Working thru a pilot squadron will give you a feel for how each ship part works, what it needs to do and what stats a pilot will look for when in your shop contemplating wether to buy your parts or not.

There are a wide variety of sub parts which will enhance ship parts in some way allbeit usually at the cost of another stat, this opens the door for a large amount of customability for pilots who know exactly what they want, bear in mind that some of these sub parts can make a ship part useless if not used correctly.

To make the best parts possible will require the best resources that you can lay your hands on, there are other things as well that can also help. A shipwright crafting suit, crafting in a research centre and bespin port will all contribute.

Resources are the number one way to make the best parts or improve on what you are allready making. Mine or aquire your resources wisely, shipwright is on the whole a very resource intensive profession, you may well find more than one type of resource in spawn at any one time that is a "must have". Gear yourself up to aquire as much as you can when you can, wether that be thru self mining / sampling, buying from resource dealers or having guild mates mine for you.

Crafting suits can be expensive to aquire but will make your ship part stats look that bit nicer compared to someone who doesn't use them. There are quite a few where shipwright is concerned.

Chassis experimentation and assembly suit, this will grant up to 2 more points for use in both armour and chassis experiments as well as decreasing the odds on having a bad combine on the parts assembly. 13 in total.

Booster experimentation and assembly suit, a 2 point increase for boosters experimentation lines which can allow you to double cap 2 lines eg..hit 100% on both a boosters speed and consumption lines. 18 in total.

Advanced components and assembly suit, this covers two ship parts. Droid interfaces and capacitors, again giving a 2 point increase for both things. 13 in total.

Engine experimentation and assembly suit, again another 2 points which can also allow for a double cap on two lines if you so wish. 18 in total.

Power systems experimentation and assembly, another 2 points for use in ship reactors. 13 in total.

Weapons systems experimentation and assembly, 2 more points that allow for another double cap. 18 in total.

With regards to wether crafting suits are worth it or not consider this, those extra two experiment points they give can be used in both the sub part craft and final assembly craft, therefore that is effectively 4 points more each part is getting from start to finish.

Research city and Bespin port, these both give a bonus to the chance to have an amazing experiment when crafting, when used together they can add a very nice run of amazing experiment results which have the chance to let you cap a part at 100% or save on a point in one line which you can then use in another.
Last edited by Laidbacca on Thu Nov 15, 2007 5:01 pm, edited 1 time in total.

Laidbacca
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Post by Laidbacca » Thu Nov 15, 2007 4:03 pm

Part two. Ship protection.

All ships can have two types of protection, shielding and armour. Armour first up. Generally the best selling armours have decent armour hitpoints, it is the last line of defence before a ship starts taking serious damage and pilots will want it to be as tough as possible, however they have to work within there ships mass constraints and armour is usually left to the last and they make do with what they can fit in.
This opens the door slightly for us to use the other armour sub for mass saving in custom orders etc.. It can be worth your while to have a mass reduced armour piece or two sitting beside or on your vendors to advertise this armour type.
Armour subs require a JTL resource to be able to craft them, these resources spawn on only 1 planet at any time. For armour subs you need Crystal bicarb steel as well as any other steel which has good stats towards making decent high hitpoint subs. Typically i tend to use a 500 - 700 OQ duralloy steel in these subs...yes the sub part requirements look for OQ but it is for the mass experiment line only, not hitpoints. And the 200 - 300 drop in OQ isn't that big an issue on a sub part as a higher OQ steel used in the final assembly will be more beneficial.

Ship shielding, there are two types of subs that can be used for shields and both will sell equally well. The intensifier sub will make the toughest shields at the slight cost on shield recharge, these will generally appeal to experienced pilots who know there droid commands as a decent shield shunt will fill up a shield faster than a shield recharge ever will. The overcharger sub will also add to a shields hitpoints and give a slightly higher recharge on them, these tend to appeal to newer pilots who don't yet know about shield shunting. The downside to this sub part is its extra drain burden, this will add about 500 more drain cost on a mk 4 shield.
When making the shields themselves the only stats that matter are hitpoints, these are the first line of ship protection and you want them as big as possible. The higher the hitpoints the more damage they can absorb and the more room there is for a pilot to shunt in more protection when things start to get hairy.
Last edited by Laidbacca on Thu Nov 29, 2007 9:50 pm, edited 2 times in total.

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Post by Laidbacca » Thu Nov 15, 2007 4:03 pm

Part three, Getting the ship to move!

This of course takes in engines as well as boosters.

Ship Engines have allways been a hot topic of debate amongst pilots and shipwrights, untill recently there was only 1 type of engine sub that was considered usefull, that was the engine overdriver sub. Now however we have a choice, two new subs where added which are vastly superior to the overdriver sub part overall.

The Overhaul sub gives an increase to speed similar to the Overdriver sub, it also however adds to the Y,P,R stats on the engine. The Stabilizer sub won't add to engine speed but it greatly increases the Y,P,R.

Understand your engine before making them, the engine is probably the 2nd most important part that goes into a combat ship. Virtually all its stats are important, the Y,P,R stats determine how it makes the ship handle. The Yaw and Pitch are considered the most important of the handling stats, the Roll less so due to most chassis having mods on them which set the roll at approx 1/2 of Yaw and Pitch. Yaw and Pitch are the two that determine just how fast your ship will turn in a dogfight. The speed stat is just that, how fast the ship will go. Engine drain stat might not seem like an issue but that is very wrong, droid programs allow an engine to be overloaded thereby making it turn faster and giving it a higher topend speed, this comes at a cost however. Engine overload 4 droid command effectively multiplies the engines drain by 10, a crafted engine with a drain of 1950 therefore needs a reactor putting out 19500 gen rate just to run the overload 4 command.

Just about any engine made with anyone of those three subs will sell, some pilots like the extra bit of speed the overdriver sub gives them, some like to dogfight with high Y,P,R's and others want a compromise, no matter what subs you use if the engine is well made it will sell.

Boosters, boosters are as they suggest there to give an increase to speed, how much speed and how long they can give it for are the two main areas to consider when making them.

Crafted boosters have 1 weakness over there looted and RE'd counterparts, they have a very slow recharge rate. This can be offset by crafting them with a very low consumption rate during final assembly. The booster overdriver sub will give a decent boost to speed and can also be used to cut the mass down, general opinion is that the acceleration line in the sub part isn't much use. A well made mk 1 booster should be able to give around 11 secs or so boost with a turn of speed at about 32, again with boosters there is considerable room for customization. Let the customer tell you what he would like in this field, it isn't worth crafting up a large amount of these with varying stats for of the peg sales.
Last edited by Laidbacca on Thu Nov 15, 2007 5:31 pm, edited 2 times in total.

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Post by Laidbacca » Thu Nov 15, 2007 4:04 pm

Part four, Ship offence and defence.

The weapons platforms on a ship are essentially what the ship is built round, there are a variety of blaster and missile types as well as a missile counter measure system.

On the whole crafted blasters are a poor relation to there RE'd counterparts, they suffer badly from a high drain, high EPS and lower V's armour / shields. They are however more than adequate to get any pilot thru a squadron, the biggest sellers in weapons are plain old blasters made with max damage subs. The Ion and Disruptor types do sell well to, but tend to be used in ships that have more than one weapons hardpoint.

A variety of subs can be used when making a stock of ship weapons up, low EPS or faster refire will allways appeal to some pilots.

Ship weapons also suffer the same fate as engines, they are able to be overloaded but at the cost of drain. A weapon overload 4 command increases the weapons drain by 200%, it also increases the EPS. That is usually ok in a ship with a single weapon, start adding those figures up though in ships like an X wing which has 3 weapons hardpoints and you can see that it can quite soon become a major issue. Missiles and counter measures are also factored in when a weapons overload command is used.

Ship missiles are a popular part of space, there are a decent variety which all have there own uses.
Protons are the main seller as they give a decent amount of shots with average damage against both armour and shields.
Concussion type are primarily for shields only, though they are also good against a corvette sub systems.
Seismics are primarilly a good missile of choice for rebel pilots as they tend to come up against unshielded TIE fighters during squadron missions.
Bomb type missiles give huge damage but have the disadvantage of limited uses, these are good for doing damage to gunboats and with the advent of player controlled gunboats coming in chapter 8, sales of mk2 bombs could go thru the roof.
Image Rec missiles are primarily the pvp missile, they lockon fastest which makes them the missile of choice in pvp. They don't do huge damage when used in pve but do more than adequate damage when used against a player controlled fighter.

Anti missile deterrents, if you can fire missiles at someone then you gotta be able to stop incoming ones. There are 5 types that can be crafted, they all work, but chaff is more than enough. The resources needed to make the IFF and EM Emitter types are quite large and a total waste of time. There has been discussion on the main SOE pilot / structures forums before about addressing the problem but anything relayed to game devs has gone unheard.

When crafting missile and chaff tubes there are only two lines worth filling out, drain and mass. Drain is the slightly more important due to the possibility of a weapon overload being used, however consider making some that are mass orientated as well. There is allways a customer out there who will want that 100 less mass to be saved wherever possible.
Last edited by Laidbacca on Thu Nov 15, 2007 6:02 pm, edited 2 times in total.

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Post by Laidbacca » Thu Nov 15, 2007 5:32 pm

Part 5 Power, Caps and DI's

The reactor sits as the source of power to all ship functions, it should have a high enough gen rate to more than cope with overloaded ship systems whilst having as low a mass as possible. With recent changes to reactor loot drops and crafted reactor stats it is possible to make some really nice mk 4 and modified mk 5 reactors.

Using a mk 4 mass reducing sub on a mk 4 reactor a gen rate of around 15.5k is possible with a mass of around 4.5k, that makes for a very nice reactor for a low mass ship like an A wing. It also picksup quite nicely where a capped mk 3 reactor leaves of at around 14.9k gen rate. The musty reactors (modified mk 5's) are also now very nice when crafted, a possible gen rate over 22k or when used with a mk 4 mass reducing sub 20k gen for about 11k mass.

Ship capacitors, these perform two functions. They provide an energy pool to power the ships blasters as well as provide a "shunt" of energy to recharge the ships shields should it be starting to take damage. The two main types of sub part for these are heavy battery and fast charge.

Fast charge sub allows the cap to produce more energy at a cost to what it can store, these sub types are generally preffered by pilots who are looking to power multiple weapons or who prefer smaller shield shunts more often. The heavy battery sub gives a smaller increase to recharge but greatly increases the stored energy pool, this sub type is ideal for larger shunts in ships running lesser weapon overloads or a single weapon, downside to this sub is the drain increase.

The humble DI sits as the link between the pilot and his ships droid or flight computer, it has 3 obvious stats speed, mass, drain. The lower the command speed on the DI then the faster it can process droid commands, a mk 2 or mk 3 droid will tend to be used most in light to medium fighters. Max out the speed to a point where it will round down ie ... 18.4 will round down to 18 secs, this can give you the bonus of an extra point to use in either the mass or drain line. I tend to put any extra points into the mass line, with the changes to reactors the power issues of yesteryear make the drain not so important on these, more so as they aren't affected by overloads.

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Post by Laidbacca » Thu Nov 15, 2007 6:32 pm

Part six. everything else.

Chassis are a huge resource hog, high end well made chassis will certainly command a premium price especially on a server where there is a lot of pvp. For general chassis sales though don't commit your very best resources to them, personally i look out for resources that have an average of 700 - 800 that can't be used in something else, these are set aside then untill i have enough gathered up to make maybe 80 - 120 chassis in one go.

Paint, texture and repair kits. The paint and textures will allways be a decent seller for most shipwrights, they use absolute crap resource to make and sell for between 3-10k. Repair kits aren't so big a seller, they do need decent resources to make good ones and if your lucky you might sell 5 a month. The space station and deep space repairs that are availble to pilots in flight makes these next to useless, the only pilots looking to buy them are generally someone who has landed without repairing there wrecked ship first.

Resource management...Resources are the life blood of any trader, where shipwright is concerned we have double the work due to there being two types of resource. The first type is the generic resources, these are the ones that have been around since launch. The second are the JTL resources, these where added when the Jump To Lightspeed expansion was launched. The JTL type resources are used in every ship sub part that a shipwright can construct, along with these there was one extra steel type resource added ( hardened arveshium steel ) this was to try to aleviate the huge steel demands that shipwrights have.

Both these two resource types are very different, they might look the same but there can be a huge difference in them. All the JTL resource types have a hard cap of 1000 on all there stats, that means to make a capped part (without the 4% expertise bonus) you need the relevant stats on the resource at 1000. The generic resources however have lower caps and they all vary greatly, a perfect duralloy steel for example in OQ and CD values would be 1000 OQ and 650 CD, weighing that against a JTL crystal bicarb steel would mean that the crystal steel would need 1000 OQ and 1000 CD, sounding complicated ? it gets worse :) The MA value on generic steel is 400, coppers UT value is 800 and so it goes on, take the time to learn the hard caps on the generic resources as it can make a nice difference on your final product by using a resource that doesn't look to hot when in fact it is great.

Being able to juggle where you use your resources to the best effect is key to being able to maintain a consistent run of decent parts, obviously allways using the best resources at all times will mean you are producing top end gear but can you maintain that when you don't know when the next series of decent resources is going to be?
Last edited by Laidbacca on Fri Nov 16, 2007 3:11 pm, edited 2 times in total.

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Savacc
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Post by Savacc » Fri Nov 16, 2007 10:33 am

Great stuff, thanks for posting it.

One issue I would question is making a shipwright suit that includes assembly skill bonuses. I would would say no, its not worth adding assembly to a suit. I would add Luck instead, or double and triple up on experimentation so you are not switching out clothing so often.
The 100 points of assembly skill you get for mastering shipwright is plenty to give you optimum assembly results. The additional 15 points you get from expertise is all the overkill you need.
A crafter with 100 assembly will get either a "great" or "amazing" assembly result better then 99% of the time. I only see a lessor result once every two or three months. There is no difference between a "great" and "amazing" result in assembly, they are exactly the same, so there is no reason to try and get more "amazings".

The same thing, of course, is not true in experimentation. While the number one benfit of adding an experimentation suit is the extra experimentation points, the secondary benifit of getting more "amazing" results is important too. It takes 11 "great" results to "cap" a line at 100%. If you get one "amazing" you can "cap" the same line with 10 experimentation points. If you get at least 8 "amazings" it only takes 9 boxes to "cap" that line. Coincidentally, 8 boxes is the most you can experiment at a time.

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Post by Savacc » Fri Nov 16, 2007 10:50 am

I have not heard about roll being limited to half of yaw/pitch. Which chassis is this true on?

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Post by Laidbacca » Fri Nov 16, 2007 3:29 pm

Thx :) I agree fully with you on the assembly bonus's currently to crafting suits, personally i only have the experiment skills only in my own suits.
Only reason i mention them is that given SOE's track record you never know what is round the corner, in hindsight if i was making up new suits i would go with the assembly in them. It seems rather odd to me or maybe just plain bad implementation that Entertainers can give assembly buffs to traders which in theory are all but useless to anyone who has no or little in the way of experiment points ie. traders below lvl 86 whose parts wont be up to scratch due to a lack of experiment points.

Virtually all the current chassis roll mods are half, in Narf's FAQ guide on the SOE pilot forum there is a detailed description of all the chassis types, 1/2 way down this page they are all listed by pilot faction
http://forums.station.sony.com/swg/post ... 7&#2843338

The old spaceloot.org site use to list them all as well, it has been replaced by spaceloot.org which doesn't have the same indepth info on ship chassis.

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Post by Savacc » Sat Nov 17, 2007 12:10 am

Oh, I get ya now. I thought you were saying roll would be nerfed to half pitch/yaw, so there was no need to be experimenting roll. Now I see that the chassis values for roll are always less, many times only half the values for pitch/yaw. So assuming YPR are roughly equal on an engine, after applying the chassis values, your ship will roll slower than it will pitch/yaw. Actually, Ive always known that, just never thought it through.

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Post by Savacc » Sat Dec 01, 2007 3:24 am

Note: This material was originally in the Shipwright FAQ, but I decided it belonged here instead, with a link from the FAQ to this thread.

I generally agree with Laidbacca, but I do have some slightly different practices. On my vendors I stock parts that “cap” the “money stats” of the part. I feel these are going to work for over 90% of my customers and for those that it doesn’t work for, I am willing to work with to make custom parts. I also cater to PvE rather then PvP. Mostly because I don’t do PvP, but also I think there is a bigger demand for PvE.

On Armor, I use an Armor Reinforcement Panel and max out the Armor Hit Points line. Anything left over goes into mass. On Boosters I use an Overdriver, max the Speed then Recharge. I read with interest what Laidbacca had to say about Boosters. I have never really used them, and they are always the first thing to go when mass gets tight. Capacitors, I use a Quick Recharge Battery and max the recharge then capacity. Droid Interface, its all about the droid speed, anything else goes into mass. Engines, I use the new Engine Overhauler, I max the speed, then divide the rest into YPR, with roll being the less important of the three, ie I usually spend ten points on speed, three on yaw and pitch, then two on roll. Reactors, its reactor energy, then mass. Shields I use an Intensifier, then because I have an odd number of points, I put evenly into front and back shields, then one point into recharge. Weapons, I use a max dam Intensifier, then cap max dam, then min dam. If I manage to cap both lines, it does not go on the vendor, it goes to the side.

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Post by ThunderVamp9 » Sat Dec 08, 2007 6:47 pm

It would be worth it for the new Shipwright to have a grasp of which subcomponents to not even bother using. A thread was created on the SOE forums covering this:

http://forums.station.sony.com/swg/post ... _id=462562

A good note is the post about Mass Reduction Kits for armor. You state that it's worth it to have a couple in stock, but that simply isn't true. My post on that thread details exactly why and how they are a complete waste of precious resources.
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Post by Zimoon » Sat Dec 08, 2007 7:21 pm

ThunderVamp9's first post here, welcome!

/Zimoon

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Post by ThunderVamp9 » Sat Dec 08, 2007 8:45 pm

Yeah, I've just been kinda lurking since August :)
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Post by Laidbacca » Sat Dec 15, 2007 3:28 pm

ThunderVamp9 wrote:It would be worth it for the new Shipwright to have a grasp of which subcomponents to not even bother using. A thread was created on the SOE forums covering this:

http://forums.station.sony.com/swg/post ... _id=462562

A good note is the post about Mass Reduction Kits for armor. You state that it's worth it to have a couple in stock, but that simply isn't true. My post on that thread details exactly why and how they are a complete waste of precious resources.
Most of them are no doubt not worth it, however i do sell a few to pilots who want that certain piece of armour tailored exactly to there mass restrictions, Mk 1 is an example of that for TIE Interceptors / A wings and TIE Adv. They aren't or never will be big sellers, but it is none the less a few xtra sales and service to pilots who know exactly what they want.

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