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.::The Shipwright's Complete Resource Buying Guide::.   [ Edited ]
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certifiedandrew
Jedi
Posts: 6472
Registered: 12-21-2003


certifiedandrew
PA: CWBYS
Server: Eclipse

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**This is a guide that I wrote in the Beta forum. I've reposted it since many users can't log into that zone.**

Unless specified, the experimental values apply to every aspect of the crafted item. This is indicated by an orange name followed by its particular experimental values.


This guide is simple. If all aspects are derived from the same categories, then shop for each mineral listed, looking for high values in those specified categories. After each part that has segmented experimental values, I give advice on what to shop for.


ARMOR

Armor Plating:

Aluminum, Steel, Low Grade Ore, Inert Petro

HR 25%, OQ 25%, UT 50%


Armor Reinforcements:

Steel, Crystallized Bicorbantium Steel

HR 25%, UT 75%


Mass Reduction Kits:

Aluminum, Perovskitic Aluminum

OQ 25%, UT 75%



BOOSTERS


Boosters:

Steel, Aluminum, Low Grade Ore, Liquid Petro Fuel

Mass, Hitpoints, and Armor points: OQ 33%, UT 66%

Acceleration, Energy Consumption, Booster Energy, Recharge Rate, Speed: CD 25%, OQ 25%, PE 50%

Energy Maintenance: OQ 33%, PE 66%


Conclusion: Shop for the above Minerals and look for decent CD and OQ, and a particularly high UT. Your Liquid Petro should have a nice OQ and a particularly high PE.


Booster Overdrivers and Extended Life Fuel Cells:

Steel, High Grade Polymetric Radioactive

OQ 33%, PE 66%


Fast Charge Fuel Cells and Heavy Fuel Cells:

Steel, Unstable Organometallic Reactive Gas

DR 33%, OQ 66%


CAPACITORS


Capacitors:

Steel, Copper, Inert Gas, Low Grade Ore

Mass, Armor, Hitpoints: OQ 33%, UT 66%

Max Energy, Energy Maintenance, Recharge Rate: OQ 33%, CD 66%


Conclusion: Shop for the above Minerals with decent OQ and particularly high CD and UT. Your Inert Gas should have the highest OQ you can get.


Energy Saver Batteries, Extended Life Batteries, Heavy Batteries, Quick Recharge Batteries:

Steel, Conductive Borcarbitic Copper

CD 75% OQ 25%


COUNTERMEASURE PACKS


All Countermeasure Packs require the same two resources and have the same experimental values across the board.

Steel, Metal

CD 50%, OQ 50%


DROID INTERFACES


Droid Interfaces:

Steel, Fiberplast, Copper, Low Grade Ore

Mass, Armor, Hitpoints: OQ 33%, UT 66%

Droid Command Speed: CD 33%, OQ 33%, SR 33%

Energy Maintenance: CD 50%, OQ 50%


Conclusion: Shop for every resource listed above, looking for high OQ, UT, CD, and a decent SR.


Droid Brain Upgrades and Maintenance Reduction Kit

Steel, Conductive Borcarbitic Copper

CD 60%, OQ 40%


ENGINES


Engines:

Steel, Radioactive, Iron, Aluminum

Mass, Armor, Hitpoints: OQ 25%, UT 75%

Energy Maintenance: CD 66%, OQ 33%

Speed, Pitch, Roll, and Yaw: CD 33%, OQ 33%, PE 33%


Conclusion: Shop for the above minerals, looking for nice high CD and OQ, and a particularly high UT. Search for a radioactive that has high OQ and PE.


Engine Overdrivers and Limiters:

Steel, Fermionic Siliclastic Ore

CD 40%, OQ 60%



MISSILE PACKS


(All Missile Packs have the same experimental values across the board, being CD 50% and OQ 50%)


All Mark 1 Missile Packs require the same two resources

Steel, Radioactive


All Mark 2 through Mark 4 Missile Packs require the same two resources

Steel, High Grade Polymetric Radioactive


REACTORS


Reactors:

Steel, Copper, Radioactive, Inert Gas

Mass, Armor, Hitpoints: OQ 50%, UT 50%

Energy Generation: CD 50%, OQ 50%


Conclusion: Shop for steel and copper that have high OQ, UT, and CD. Search for a radioactive that has a particularly high OQ, and the same for the gas.


Reactor Limiters and Reactor Overchargers:

Steel, High Grade Polymetric Radioactive

OQ 60%, PE 40%


SHIELDS


Shields:

Steel, Reactive Gas, Aluminum, Siliclastic Ore

Mass, Armor, Hitpoints: OQ 33%, UT 66%

Shield Front Hitpoints, Shield Rear Hitpoints, Shield Recharge Rate: CD 33%, OQ 33%, SR 33%


Conclusion: Shop for the above minerals with a high OQ, UT, CR, and SR. With a lower generation shield, the Shield hitpoints and recharge rate are most important, so focus on the CD, OQ, and SR. With the higher generation shields, the mass can become VERY large, so search for minerals with particularly high UT. Search for a reactive gas that has the highest OQ you can get.


Shield Energy Savers, Shield Intensifiers, Shield Limiters, Shield Overchargers:

Steel, Gravitonic Fiberplast

OQ 50%, CD 50%



SHIP CHASSIS [UPDATED 10-23-04]


Only the master level ships need copper and siliclastic ore. The mid grade ships require everything else on the following list, and the tier 0 ships only require steel, aluminum, low grade ore, and inert petro.

Steel, Low Grade Ore, Inert Petrochemical, Aluminum, Fiberplast, Iron, Siliclastic Ore, Copper

Maximum Hitpoints: HR 25%, OQ 25%, SR 25%, UT 25%

Maximum Mass: MA 25%, OQ 25%, SR 25%, UT 25%

Conclusion: This becomes a matter of opinion. If you want your ship to have the best mass possible (you really should), then look for the above materials with the best MA, OQ, UT, and SR as possible. These are rare, but when a resource comes along that touches each of these categories, people mine it like they're going to win a contest if they keep mining it. If you favor hitpoints, then pay more attention to the HR than the MA. If you can find resources that have great showings in all 5 of these categories, then consider yourself lucky, and buy all that you can.


*SPECIAL NOTE* When experimenting with your ship, don't even bother with the mass unless you spend all of your points on hitpoints and still have some left over. The mass will only increase by a very very small fraction, even if you devote 10 points to experimenting on it.

Message Edited by certifiedandrew on 10-26-2004 09:36 PM

*edited by admin*
10-26-2004 09:29 PM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.   [ Edited ]
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certifiedandrew
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certifiedandrew
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WEAPONS


All Blasters, Disruptors, and Ion Cannons require the same resources and have the same experimental values.

Steel, Radioactive, Inert Gas, Carbonate Ore

Armor Effectiveness, Shield Effectiveness, Minimum Damage, Energy Per Shot: OQ 50%, PE 50%

Max Damage, Energy Maintenance, Refire Rate, Hitpoints: OQ 50%, CD 50%

Armor Hitpoints: OQ 33%, UT 66%

Mass: OQ 100%


Conclusion: This is a special case. You'll want your minerals to have the highest OQ and CD as you possibly can. Don't concern yourself with UT, because Armor hitpoints are pretty irrelevant. If you have a choice between extremely high OQ + decent CD, and extremely high CD + decent OQ, go for the one with higher OQ. Heavy weapons can start to get really massive, and the advanced / experimental models get REALLY massive. Having a higher OQ can drastically decrease the mass. You'll want to search for an Inert Gas focusing only on the high OQ. When choosing a radioactive, the PE is certainly more important than OQ, since it alone influences 50% of your experimental values for that top list.


Chaff Launcher, IFF Confuser Launcher, Sensor Decoy Launcher, and Micro Chaff Launcher

Steel, Radioactive

Mass, Hitpoints, Armor Hitpoints: OQ 50%, PE 50%

Energy Maintenance: OQ 50%, CD 50%


Conclusion: Use Steel that has a high CD and a particularly high OQ. Use a Radioactive that has high OQ and PE. If you have to settle for either high OQ or high PE, it really becomes a matter of preference. If you're aiming for a really nice Energy Maintenance, then pick the higher OQ over the PE.


Concussion Launchers, Image-Rec Launchers, Seismic Launchers, Proton Launchers, Spacebomb Launchers

Steel, Aluminum

Mass, Energy Maintenance, Armor Hitpoints: OQ 50%, PE 50%

Hitpoints: CD 50%, OQ 50%


Conclusion: This one has a glitch. As you can see, PE plays a big factor in the experimentation values, but neither steel nor aluminum has PE. This will more than likely be changed to UT or SR. We'll have to wait and see how this is fixed.


Armor Effectiveness Enhancers, Shield Effectiveness Enhancers

Steel, High Grade Polymetric Radioactive

OQ 50%, PE 50%


Quick Shot Upgrades, Speed Limiter Upgrades

Steel, Fermionic Siliclastic Ore

OQ 50%, CD 50%


Min Damage Intensifiers, Max Damage Intensifiers

Steel, Unstable Organometallic Reactive Gas

OQ 25%, CD 75%



REPAIR TOOLS


All Repair tools use the same resources and have the same experimentation values.

Steel, Fiberplast

 

OQ 25%, CD 75%

Message Edited by certifiedandrew on 10-26-2004 09:32 PM

*edited by admin*
10-26-2004 09:29 PM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.
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GALACTICGURU
Wing Commander
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Registered: 09-09-2003


GALACTICGURU

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thanks for reposting this from beta

Sinjin-ki
~ Dark Jedi Knight ~
Jedi..their order is a fading light in the dark..corrupt and arrogant.
They must be punished. The Jedi shall fall! -Asajj Ventress

10-26-2004 09:33 PM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.
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Niacia
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Registered: 10-01-2003


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certifiedandrew wrote*SPECIAL NOTE* When experimenting with your ship, don't even bother with the mass unless you spend all of your points on hitpoints and still have some left over. The mass will only increase by a very very small fraction, even if you devote 10 points to experimenting on it.



I tend to disagree. Even if the difference in mass is small, it just might be the difference that decides whether a component fits into the ship or not. So depending on the chassis and/or components that the customer might already have, you might want to spend your points on mass. And, a good pilot should try not to use up his chassis hitpoints anyway .

Regards

Niacia
10-27-2004 01:01 AM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.
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cornellius
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cornellius
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Thanks, good work. (*****)
I was studying on the same thing and you saved my time
10-27-2004 01:29 AM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.
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RebelKnight
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Nice
10-27-2004 08:03 AM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.
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Corsican_Ogre
Wing Commander
Posts: 521
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Corsican_Ogre
PA: Daragon V
Server: Ahazi

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*****
 most helpfull both here and in beta

Vrailus Novawolf
12 Point Master Armorsmith Master Shipwright Master Merchant
Daragon V Mall At Lake Destiny (Near Keren) 3125 2819
10-28-2004 10:42 PM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.   [ Edited ]
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Lepr0n
SWG Petty Officer
Posts: 74
Registered: 08-14-2004


Lepr0n

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Your resource guide is wonderful certifiedandrew! (especially since my alt is a wannabe shipwright)

just felt i had to say that before you all read below...


certifiedandrew wrote:
*SPECIAL NOTE* When experimenting with your ship, don't even bother with the mass unless you spend all of your points on hitpoints and still have some left over. The mass will only increase by a very very small fraction, even if you devote 10 points to experimenting on it.

this has been covered but when I saw this random muscles in my face started to twitch violently.
As a pilot i need mass.
I dont care if hitpoints are down to 1, i still want every bit of mass a shipwright can squeeze out.
 
higher mass = better ship.
higher hitpoints = does nothing for me at all.
 
once damage start reaching the chassi the battle is already lost and its time to eject, personally I dont care if i do a controlled ejection or the ship just blows up in my face.
 
to reiterate how important i think mass is:
on eclipse i passed up several vendors with Tie Oppressors for 400k credits just because their mass was nothing special, they topped out just below 171k i believe.. I looked around long and hard and finally bought a 172.4k mass oppressor for 1.5M

Message Edited by Lepr0n on 04-29-2005 01:10 AM

04-29-2005 01:07 AM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.   [ Edited ]
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Goraf
Jedi
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Goraf
PA: 77th Phoenix Fighter/Bomber Wing -- 191st Alliance Assault Battalion
Server: Valcyn

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certifiedandrew wrote:

*SPECIAL NOTE* When experimenting with your ship, don't even bother with the mass unless you spend all of your points on hitpoints and still have some left over. The mass will only increase by a very very small fraction, even if you devote 10 points to experimenting on it.

Are you serious?  An unexperimented A-wing only has 64k mass.  With 80% resources, I can build one with 66k mass.  With crappy resources, I can build one with 65k mass.  1-2k mass is very significant.  Pilots will pay a lot for a good quality chassis.  Maybe not quite what a chassis is actually worth, but at least more than resource cost...  
 
Sorry if I sound too critical.  Thank you for posting your guide.  Except for your chassis special note, I like it and will use it.
 
- Alirc

Message Edited by Goraf on 04-29-2005 11:00 AM

Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn
04-29-2005 07:58 AM  

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Re: .::The Shipwright's Complete Resource Buying Guide::.
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NHGLethos
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nice guide, do i assume the resources stats it use and % haven't changed since beta?

,nnnnn[nnnnnaggggggggggggggggggggggggggggggggg}
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05-14-2005 04:10 AM  

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