Well i was just going to wait for this thread to be moved over but i woke up to an in box full of messages asking me if someone could use this for them selves or if i could repost it in this forum today. So with out further ado here is my buyers guide.
I know that most people who haven’t ever been Shipwrights (and some who have) don’t know the complexity of each ship and its components. I’m writing this with the hope that it will create a smarter consumer when it comes to buying your ships and also make it a bit easier on us Shipwrights.
Before we get started there are a few people I would like to thank for some info that I will be using in this guide.
Argyle Wanttoomany
Strik0r Wedge Starkiller
Brilyn DeathMvP2
Br-10n Crelus
Cowboy Feng
Krystal-Dream
Ok now that we have that out of the way lets get down to business!
One key Word you will se alot is "Mass" each componet has mass to it, and each ship has a mass limit. Depending on the Shipwright you are working with it will vary on ships, in order to get all of your componets in your ship you must be below the mass limit of that ship.
Sections
I. Ships
II. Armor
III. Boosters
IV. Capacitor
V. Droid Interface
VI. Engines
VII. Fusion Reactor
VIII. Shields
IX. Weapons
X. Missiles
XI. Counter Measures
In these Sections I will try my best to explain what each component does and what the *Optional* sub-components do
I am also going to try to give you a rough estemate on what you may be looking at price wise. I will be listing the mass ( which will differ from server and smith ), Cert level and resource requirements of the ships. As well as listing the resource requirements of the componets and sub componets
On Ship Chasis you can expect to pay any where from 3-10 cpu depending on your smith and resources used
On Componets and sub-componets you can expect to pay from 7-20 cpu depending on what resources are used
Section I. Ships
Ships: Ships are the way that you I and everyone in between scoot around in space. There are three factions of ships. Imperial, Neutral, and Rebel all of which you need to be aligned in said faction to operate.
All ships have the standard component slots which are these
Armor (front and back)
Engine
Booster
Shield
Droid Interface
Capacitor
Reactor
Counter measure
As well as these slots all ships have weapons slots and some ships have missile slots these two stats I will list below with each ship name
Imperial:
TIE Light Duty: 5k Resources - novice ship - 12k mass
Projectile Weapons: 1
Missile: 0
TIE Fighter: 15k Resources - level 1 cert - 20k mass
Projectile Weapons: 1
Missile: 1
TIE/IN: 30k Resources - level 2 cert - 40k mass
Projectile Weapons: 1
Missile: 1
TIE Bomber: 60k Resources - level 3 cert - 190k mass
Projectile Weapons: 2
Missile: 2
TIE Interceptor: 60k Resources - level 3 cert - 50k mass
Projectile Weapons: 1
Missile: 1
TIE Advanced: 80k Resources - level 4 cert - 65k mass
Projectile Weapons: 2
Missile: 1
TIE Aggressor: (2 passanger) 80k Resources - level 4 cert - 120k mass
Projectile Weapons: 2
Missile: 1
TIE Oppressor: 150k Resources - Master start ship - 150k mass
Projectile Weapons: 2
Missile: 3
Decimator: (Multi-passanger) 150k Resources - master star ship - 500k mass
Projectile Weapons: 2
Missile: 3
Neutral:
Scyk: 5k Resources - Novice ship - 12k mass
Projectile Weapons: 2
Missile: 1
Dunelizard: 15k Resources - level 1 cert - 70k mass
Projectile Weapons: 2
Missile: 1
Kihraxz: 30k Resources - level 2 cert - 30k mass
Projectile Weapons: 1
Missile: 1
Kimogila: 30k Resources - level 2 cert - 90k mass
Projectile Weapons: 3
Missile: 1
Ixiyen: 60k Resources - level 3 cert - 70k mass
Projectile Weapons: 2
Missile: 1
Rihxyrk: 80k Resources - level 4 cert - 130k mass
Projectile Weapons: 3
Missile: 1
YT-1300: (Multi-Passanger) 150k Resources - Master star ship - 500k mass
Projectile Weapons: 2
Missile: 3
Rebel:
Z-95: 5k Resources - Novice ship - 12k mass
Projectile Weapons: 1
Missile: 1
Y-Wing: (2 passanger) 20k Resources - level 1 cert - 150k mass
Projectile Weapons: 2
Missile: 1
Y-Wing LongProbe: (2 passanger ?)30k Resources - level 2 cert - 170k mass
Projectile Weapons: 2
Missile: 2
X-Wing: 60k Resources - level 3 cert - 100k mass
Projectile Weapons: 3
Missile: 2
A-Wing: 80k Resources - level 4 cert - 65k mass
Projectile Weapons: 1
Missile: 1
B-Wing: 150k Resources - Master star ship - 240k mass
Projectile Weapons: 4
Missile: 2
Nova Courier: (Multi-Passanger150k) Resources - Master star ship - 500k mass
Projectile Weapons: 2
Missile:3
Universal Ships: Can be flown by any one at master level
Fire Spray: 150k Resources - Master star ship
Projectile Weapons: 2
Missile: 2
Now lets move on to componets. For all Pricing concerns all componets use the same resource amounts and all sub-componets use the same resource amounts. Below you will find a list.
Components Sub-Components
Mark I: 200 resources Mark I: 100 resources
Mark II: 500 Mark II: 250
Mark III: 1k Mark III: 500
Mark IV: 2.5k Mark IV:1250
Mark V: 5k Mark V: 2.5k
Section II. Armor
Components: Mark I: level 1
Mark II: level 3
Mark III: level 5
Mark IV: level 7
Mark V: level 9
Durasteel Plating: Durasteel alloy that provides protection for star fighters
Sub-Components: Optional
Reinforcement Panel: This will strengthen the armor, but will also add mass to the armor
Mass Reduction Kit: This will reduce the mass of your armor, but will also reduce the armors strength.
Section III. Boosters
Components: Mark I: level 1
Mark II: level 3
Mark III: level 5
Mark IV: level 7
Mark V: level 9
Booster: This Component is used to grant the pilot a temporary burst of speed.
Sub-Components: Optional
Over driver: Gives higher speed and acceleration, but adds mass to the booster.
Extended life fuel cell: Increases the amount of energy a booster can store, but the energy recharges slower.
Fast charge fuel cell: Recharges faster then other cells, however it stores less energy.
Heavy fuel cell: Increases the energy the booster can store, but it also increases the consumption rate.
Section IV. Capacitor
Components: Mark I: level 1
Mark II: level 3
Mark III: level 5
Mark IV: level 7
Mark V: level 9
Capacitors: Stores the energy needed to fire your weapons systems.
Sub-Components: Optional
Energy saver battery: Reduces energy maintenance, but decreases the amount a capacitor can hold.
Extended life battery: Increases the amount of energy a capacitor can hold, but it recharges slower.
Heavy battery: Increases the maximum energy stored, but also increases the energy maintenance.
Quick charge battery: Recharges faster then most batteries, but stores less energy.
Section V. Droid Interface
Components: Mark I: level 1
Mark II: level 3
Mark III: level 5
Mark IV: level 7
Mark V: level 9
Droid Interface: The link between the systems of a ship and the astromech droid or flight computer installed in a ship.
Sub-Components: Optional
Brain upgrade: Increases the command speed of the interface, but also increases the energy maintenance.
Maintenance reduction kit: Brings the energy maintenance down, but also lowers the command speed.
Section VI. Engines
Components: Mark I: level 1
Mark II: level 3
Mark III: level 5
Mark IV: level 7
Mark V: level 9
Star fighter engine: Propels the star ship. The engine also has a direct effect on the pitch, roll, yaw, acceleration, deceleration, and speed of a ship.
Sub-Components: Optional
Limiter: Decreases energy maintenance, but also lowers speed and acceleration.
Over driver: Increases speed and acceleration, but also increases the energy maintenance.
Section VII. Fusion Reactor
Components: Mark I: level 1
Mark II: level 3
Mark III: level 5
Mark IV: level 7
Mark V: level 9
Reactor: Powers all of star ships systems.
Sub-Components: Optional
Limiter: Lowers the mass of the reactor yet lowers the energy it can store.
Over charger: Increases both the mass of the reactor and the energy it can store.
Section VIII. Shields
Components: Mark I: level 1
Mark II: level 3
Mark III: level 5
Mark IV: level 7
Mark V: level 9
Shield generator: These are the ships first line of defense against energy attacks.
Sub-Components: Optional
Energy saver kit: Decreases the energy maintenance, but also decreases the shields effectiveness.
Intensifier: Increases the effectiveness, but also raises the energy maintenance.
Limiter: Decreases the effectiveness, but increases the recharge rate.
Over charger: Increases the effectiveness, but lowers the recharge rate.
Section IX. Weapons
Classes: Light: level 1
Mid: level 3
Heavy: level 5
Advanced: level 7
Experimental: level 9
Projectile weapons: Certain weapons are better suited for attacking different defenses on enemy ships.
Blasters: Shields: Average
Armor: Average
Disruptors: Shields: Poor
Armor: Good
Ion Cannons: Shields: Good
Armor: Poor
Sub-Components: Optional
Armor effectiveness: Increases the weapons armor effectiveness, but lowers the shield effectiveness.
Shield effectiveness: Increases the shield effectiveness, but decreases the armor effectiveness.
Max damage intensifier: Increases the max damage, and decreases the min damage.
Min damage intensifier: Increases the min damage, but decreases the max damage
Quick shot upgrade: Increases the firing rate, but also increases the capacitor energy used.
Speed limiter: Decreases the firing rate, but also decreases the capacitor energy used.
Section X. Missiles
There are two parts to missiles, missile packs and missile launchers. Below I will give an explanation on both
Missile Launchers:
Proton: Mark I: Level 1
Mark II: Level 3
Mark III: Level 6
Mark IV: Level 9
Concussion: Mark I: Level 2
Mark II: Level 5
Mark III: level 8
Seismic: Mark I: Level 3
Mark II: Level 6
Mark III: Level 9
Image-Rec: Mark I: Level 4
Mark II: Level 8
Space Bomb: Mark I: Level 5
Mark II: Level 10
Missile Packs: These packs hold small amounts of missiles, and need to be loaded into the launcher before each flight.
Concussion: Very effective against shields, But has no armor penetration.
Image-Rec: Moderately effective against shields and armor.
Proton: Moderately effective against shields and armor.
Seismic: Highly effective against armor, but has a hard time with shields.
Space Bomb: BIG BADDABOOM, but very slow and is easy to pick off with a counter measure. These are best used against undefended targets.
Section XI. Counter Measures
Counter measures: These are used to deter incoming missiles.
There are two parts to counter measures which I will go into below.
Launchers:
Chaff: Standard counter measure launcher.
Micro-chaff: More effective than the chaff.
IFF Confuser: Launches a small device that makes enemy missiles think they are targeting a friendly target. More effective than the micro-chaff
Sensor decoy: It is a sensor decoy system. Moderately effective against incoming missiles
EM Emitter: Disrupts a missiles sub-system. Highly effective.
Counter measure packs: These packs hold small amounts of counter measures, and need to be loaded into the launcher before each flight.
Chaff: Level 1
Sensor decoy: Level 3
Micro-Chaff: Level 5
IFF Confuser: Level 7
EM Emitter: Level 9
This is all the info that I have had available to me so far. I hope this guide will help at least one person be a smarter customer when it comes to buying a ship because we all know it’s a lot more fun to shop when we know what we are looking for.
Thank you all
Odan