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Ship Buyers Guide v1.4   [ Edited ]
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Odan_Pazzmarr
Jedi
Posts: 872
Registered: 08-03-2003


Odan_Pazzmarr

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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

Message Edited by Odan_Pazzmarr on 10-27-2004 09:14 AM

Message Edited by Odan_Pazzmarr on 10-28-2004 06:34 PM

Message Edited by Odan_Pazzmarr on 10-29-2004 10:14 AM

Message Edited by Odan_Pazzmarr on 11-01-2004 09:39 AM

Message Edited by Odan_Pazzmarr on 11-04-2004 08:42 AM

Message Edited by Odan_Pazzmarr on 11-04-2004 01:05 PM

Message Edited by Odan_Pazzmarr on 11-06-2004 10:43 AM

Message Edited by Odan_Pazzmarr on 11-06-2004 12:25 PM




Odan Pazzmarr

(ggggggggggggggggggxnnntttttnnnxgggggggggggggggggg)

R o g u e U n d e r w o r l d




Barbed Wire Have Stims will travel
Reformed Trader & all around Trouble Maker
_____________________________________________________________________
10-26-2004 08:10 AM  

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Re: Ship Buyers Guide v1.4
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Curtoon
Wing Commander
Posts: 703
Registered: 07-06-2004


Curtoon

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Nice Guide.

++CURTOON++
10-26-2004 08:14 AM  

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Re: Ship Buyers Guide v1.4
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pneumonic81
Jedi
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Registered: 07-26-2003


pneumonic81
PA: Deep Space Defenders
Server: Gorath

Reply 3 of 85

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this thread shodul be stickied tot he top so we can all refer to it. VERY VERY handy
10-26-2004 08:15 AM  

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Re: Ship Buyers Guide v1.4
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Radnog
Jedi
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Registered: 08-16-2003


Radnog
PA: Riverlands
Server: Tempest

Reply 4 of 85

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Great post!!!! This will help out alot of Pilots and Shipwrights alike.

Radnog Krod - Bounty Hunter / Master CarbineerColonel of the Imperial Armed Forces"Show no mercy, your mark will not show you any. KILL or be KILLED"
10-26-2004 08:22 AM  

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Re: Ship Buyers Guide v1.4
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Fishbreath
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Fishbreath
PA: NGE Casualties
Server: Shadowfire

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Hear! Hear! I vote this as the first sticky! Great Guide.....

The Artisan formally known as:


Fishbreath Akbar PhD


"Dude, where you been"

10-26-2004 09:17 AM  

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Re: Ship Buyers Guide v1.4
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Eltheria
Wing Commander
Posts: 460
Registered: 07-14-2004


Eltheria
PA: Tomorrows Legends
Server: Ahazi

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As a Pilot I know this is really helpful ty!
 

Lanatra Pita
Tomorrows Legends ~ Guild Vendors -4050 3400 Theed, Naboo
Talus Stars Point -589 1815
10-26-2004 12:19 PM  

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Re: Ship Buyers Guide v1.4
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Odan_Pazzmarr
Jedi
Posts: 872
Registered: 08-03-2003


Odan_Pazzmarr

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I'm glad you all find it helpfull and thank you for the kind words




Odan Pazzmarr

(ggggggggggggggggggxnnntttttnnnxgggggggggggggggggg)

R o g u e U n d e r w o r l d




Barbed Wire Have Stims will travel
Reformed Trader & all around Trouble Maker
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10-26-2004 04:54 PM  

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Re: Ship Buyers Guide v1.4
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Drocyc
Jedi
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Registered: 09-18-2003


Drocyc

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awesome guide, we need to get this stickied somehow

Drocyc
(gggggggggggggggxnnnnnnnwnnnnnnnxggggggggggggggg)
60% Of The Time, I Win Everytime!
10-26-2004 06:58 PM  

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Re: Ship Buyers Guide v1.4
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ZenDragonMLS
Jedi
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ZenDragonMLS
PA: Basin
Server: Chilastra

Reply 9 of 85

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It needs to be stickied here plus have a link from the Pilot's forum to here. This really makes a lot of things clear to people - very nice job.

Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139
10-26-2004 07:02 PM  

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Re: Ship Buyers Guide v1.4
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ZevishWulf
SWG Commander
Posts: 302
Registered: 06-27-2003


ZevishWulf

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Awesome guide for shipwrights and pilots alike. Thanks
 
Zev
 

=========================================================
Imperial Ranger/Rifleman- When sending a probe droid just won't cut it
=========================================================
10-26-2004 08:32 PM  

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Re: Ship Buyers Guide v1.4
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fross
Jedi
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fross

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make this thread stik!! please bump

Fross Raingrasp


Master Rifleman / Master Doctor / MFS Noob


10-26-2004 09:32 PM  

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Re: Ship Buyers Guide v1.4
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justapilgrim
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justapilgrim
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if anyone didnt sticky this, they should

SkinnyManDo Businessman
Chubbs is my Armorsmith Slave, email him
Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
Get everything else Forbidden Valley Mall (Lok) 20 vendors of everything else
10-27-2004 01:49 AM  

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Re: Ship Buyers Guide v1.4
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Bonlador
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Bonlador
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Very Very nice guide

Badrien Athrar - Jedi noobster Knight
Akahya Athrar - Your friendly local smuggler
Check out my loot vendor at:
-1571 -5641 on Dantooine There's always been a lot of tension between Luke and me, and it's not so much that I want to kill him, it's just, I want him not to be alive anymore.

10-27-2004 03:31 AM  

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Re: Ship Buyers Guide v1.4
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QuiTimberWolf
SWG Ensign
Posts: 188
Registered: 02-26-2004


QuiTimberWolf

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sweet TY.  I vote for sticky.

QuiTimberWolf, Master BH.
QuiHersnHis, Master Armorsmith.
K & D Loot Vendor 300+ items and growing.
K & D Supplies Vendor.
All vendors are located at Corella, Fort Qui, -2316 2136.
10-27-2004 04:33 AM  

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Re: Ship Buyers Guide v1.4
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DaMadness42
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DaMadness42
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Thats a 5-Star from me. Thanx for sharing those informations.

Fee Kellind

Doctor / Teras Kasi Master / Force Sensitive

Owner of Crusader's Hospital: Crusader's Strongold / Lok [-1945 -2141]
Test
10-27-2004 06:22 AM  

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