Difference between revisions of "Countermeasure & Missle Launcher Crafting (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(New page: {{PageCleanup}} {{PageHeader|Game Mechanics|Mechanics Category}} {| border="0" width="100%" cellpadding=6 |- |valign=top| =Navigation= {| align="center" width="280px" |- || {{Auction (Mes...)
 
(Transferred Component Attributes)
 
(4 intermediate revisions by the same user not shown)
Line 97: Line 97:
  
  
These items have 9 lines of experimentation available.
+
These items have 4 lines of experimentation available.
  
  
 
'''1. Experimental Armor Hitpoints'''<br>
 
'''1. Experimental Armor Hitpoints'''<br>
'''2. Experimental Booster Acceleration'''<br>
+
'''2. Experimental Energy Maintenance'''<br>
'''3. Experimental Booster Consumption'''<br>
+
'''3. Experimental Hitpoints'''<br>
'''4. Experimental Booster Energy'''<br>
+
'''4. Experimental Mass'''<br>
'''5. Experimental Booster Recharge Rate'''<br>
+
'''6. Experimental Booster Speed'''<br>
+
'''7. Experimental Hitpoints'''<br>
+
'''8. Experimental Maintenance'''<br>
+
'''9. Experimental Mass'''<br>
+
  
  
Line 117: Line 112:
  
  
The Experimental Booster Acceleration line depends on 25% CD, 25% OQ and 50% PE. Experimentation on this line will increase the Acceleration attribute in these items.
+
The Experimental Energy Maintenance line depends on 50% CD, 50%. Experimentation on this line will decrease the Reactor Energy Drain attribute in these items.
  
 
The Experimental Booster Consumption line depends on 25% CD, 25% OQ and 50% PE. Experimentation on this line will decrease the Booster Energy Consumption Rate attribute on these items.
 
 
 
The Experimental Booster Energy line depends on 25% CD, 25% OQ and 50% PE. Experimentation on this line will increase the Booster Energy attribute on these items.
 
 
 
The Experimental Booster Recharge Rate line depends on 25% CD, 25% OQ and 50% PE. Experimentation on this line will increase the Booster Recharge Rate attribute on these items.
 
 
 
The Experimental Booster Speed line depends on 25% CD, 25% OQ and 50% PE. Experimentation on this line will increase the Top Booster Speed attribute on these items.
 
  
  
 
The Experimental Hitpoints line depends on 33% OQ 66% UT. Experimentation on this line will increase the Hitpoints attribute on these items.
 
The Experimental Hitpoints line depends on 33% OQ 66% UT. Experimentation on this line will increase the Hitpoints attribute on these items.
  
 
The Experimental Maintenance line depends on 33% OQ 66% PE. Experimentation on this line will decrease the Reactor Energy Drain attribute on these items.
 
  
  
Line 192: Line 174:
  
 
This attribute appears on Mark V items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.
 
This attribute appears on Mark V items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.
 +
 +
 +
 +
 +
'''Level 10 Ship Equipment Certification:'''
 +
 +
This attribute appears on Mark V items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.
 +
  
  
Line 251: Line 241:
  
  
 +
'''Damage:'''
  
'''Booster Energy:'''
+
Min Damage / Max Damage per shot.  This represents the minimum/maximum range of damage output your weapons will provide.
  
* The booster has a finite amount of energy it can devote to boosting. When this energy is depleted, the booster ceases to function and must recharge. The value listed here is the maximum amount of energy that the booster can store to be used when it is operational.
+
'''Vs. Shields:'''
  
 +
This is a weapons modifier vs. shields.  If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints.  This number is considerably higher for ion cannons and lower for disruptors.  A number of greater than 1.0 would mean you actually do EXTRA damage to that component.
  
  
'''Booster Recharge Rate:'''
+
'''Vs. Armor:'''
  
* The rate at which the booster recharges. Each point represents one unit of recharge rate per second. So a recharge rate of 50 means 50 units of energy regenerated per second.
+
This is a weapons modifier vs. armor. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints.  This number is considerably higher for disruptors and lower for ion cannons.  A number of greater than 1.0 would mean you actually do EXTRA damage to that component.
* Note: Boosters do not recharge while in use.
+
  
 +
(Ion Cannons puncture shields, Disruptors puncture Armor and blasters are not as effective as either, but do both.)
  
  
 +
'''Energy / Shots:'''
  
'''Booster Energy Consumption Rate:'''
+
This is the weapon's drain-per-shot on the Capacitor Energy reserves of your ship. If your capacitor doesn't have this much stored up, you can't fire.
 
+
* The rate at which the booster drains its energy supply. Each unit in this value represents one unit of energy that is consumed for every second of use that the booster is operating at. A Lower value indicates lower energy use per second.
+
 
+
 
+
'''Acceleration:'''
+
 
+
* The rate at which the booster accelerates the ship from its current speed to its maximum boosted speed.
+
 
+
 
+
 
+
 
+
'''Top Booster Speed:'''
+
 
+
 
+
* The amount of extra speed the booster applies to the engine.
+
* Note: When a booster is engaged, it applies this value to the current engine speed, not the maximum speed.
+
 
+
 
+
 
+
== Transferred Component Attributes ==
+
 
+
 
+
 
+
'''Booster Recharge Rate:'''
+
 
+
Adding in [[Extended Life Fuel Cell - Mark I (Schematic)|Extended Life Fuel Cell - Mark I]], [[Extended Life Fuel Cell - Mark II (Schematic)|Extended Life Fuel Cell - Mark II]], [[Extended Life Fuel Cell - Mark III (Schematic)|Extended Life Fuel Cell - Mark III]], [[Extended Life Fuel Cell - Mark IV (Schematic)|Extended Life Fuel Cell - Mark IV]], [[Extended Life Fuel Cell - Mark V (Schematic)|Extended Life Fuel Cell - Mark V]] components will decrease the Booster Recharge Rate attribute on these items.
+
 
+
 
+
 
+
Adding in [[Fast Charge Fuel Cell - Mark I (Schematic)|Fast Charge Fuel Cell - Mark I]], [[Fast Charge Fuel Cell - Mark II (Schematic)|Fast Charge Fuel Cell - Mark II]], [[Fast Charge Fuel Cell - Mark III (Schematic)|Fast Charge Fuel Cell - Mark III]], [[Fast Charge Fuel Cell - Mark IV (Schematic)|Fast Charge Fuel Cell - Mark IV]], [[Fast Charge Fuel Cell - Mark V (Schematic)|Fast Charge Fuel Cell - Mark V]] components will increase the Booster Recharge Rate attribute on these items.
+
 
+
 
+
 
+
'''Booster Energy:'''
+
 
+
Adding in [[Extended Life Fuel Cell - Mark I (Schematic)|Extended Life Fuel Cell - Mark I]], [[Extended Life Fuel Cell - Mark II (Schematic)|Extended Life Fuel Cell - Mark II]], [[Extended Life Fuel Cell - Mark III (Schematic)|Extended Life Fuel Cell - Mark III]], [[Extended Life Fuel Cell - Mark IV (Schematic)|Extended Life Fuel Cell - Mark IV]], [[Extended Life Fuel Cell - Mark V (Schematic)|Extended Life Fuel Cell - Mark V]] components will increase the Booster Energy attribute on these items.
+
 
+
 
+
 
+
Adding in [[Fast Charge Fuel Cell - Mark I (Schematic)|Fast Charge Fuel Cell - Mark I]], [[Fast Charge Fuel Cell - Mark II (Schematic)|Fast Charge Fuel Cell - Mark II]], [[Fast Charge Fuel Cell - Mark III (Schematic)|Fast Charge Fuel Cell - Mark III]], [[Fast Charge Fuel Cell - Mark IV (Schematic)|Fast Charge Fuel Cell - Mark IV]], [[Fast Charge Fuel Cell - Mark V (Schematic)|Fast Charge Fuel Cell - Mark V]] components will decrease the Booster Energy attribute on these items.
+
 
+
 
+
 
+
Adding in [[Heavy Fuel Cell - Mark I (Schematic)|Heavy Fuel Cell - Mark I]], [[Heavy Fuel Cell - Mark II (Schematic)|Heavy Fuel Cell - Mark II]], [[Heavy Fuel Cell - Mark III (Schematic)|Heavy Fuel Cell - Mark III]], [[Heavy Fuel Cell - Mark IV (Schematic)|Heavy Fuel Cell - Mark IV]], [[Heavy Fuel Cell - Mark V (Schematic)|Heavy Fuel Cell - Mark V]] components will increase the Booster Energy attribute on these items.
+
 
+
 
+
 
+
 
+
'''Booster Energy Consumption:'''
+
 
+
 
+
Adding in [[Heavy Fuel Cell - Mark I (Schematic)|Heavy Fuel Cell - Mark I]], [[Heavy Fuel Cell - Mark II (Schematic)|Heavy Fuel Cell - Mark II]], [[Heavy Fuel Cell - Mark III (Schematic)|Heavy Fuel Cell - Mark III]], [[Heavy Fuel Cell - Mark IV (Schematic)|Heavy Fuel Cell - Mark IV]], [[Heavy Fuel Cell - Mark V (Schematic)|Heavy Fuel Cell - Mark V]] components will increase the Booster Energy Consumption attribute on these items.
+
 
+
 
+
 
+
 
+
'''Mass:'''
+
 
+
Adding in [[Booster Overdriver - Mark I (Schematic)|Booster Overdriver - Mark I]], [[Booster Overdriver - Mark II (Schematic)|Booster Overdriver - Mark II]], [[Booster Overdriver - Mark III (Schematic)|Booster Overdriver - Mark III]], [[Booster Overdriver - Mark IV (Schematic)|Booster Overdriver - Mark IV]], [[Booster Overdriver - Mark V (Schematic)|Booster Overdriver - Mark V]] components will increase the Mass attribute on these items.
+
 
+
 
+
'''Booster Speed:'''
+
  
Adding in [[Booster Overdriver - Mark I (Schematic)|Booster Overdriver - Mark I]], [[Booster Overdriver - Mark II (Schematic)|Booster Overdriver - Mark II]], [[Booster Overdriver - Mark III (Schematic)|Booster Overdriver - Mark III]], [[Booster Overdriver - Mark IV (Schematic)|Booster Overdriver - Mark IV]], [[Booster Overdriver - Mark V (Schematic)|Booster Overdriver - Mark V]] components will increase the Top Booster Speed attribute on these items.
 
  
 +
'''Refire Rate:'''
  
 +
This is the time delay between shots from a projectile weapon.  A lower number is better.
  
'''Booster Acceleration:'''
 
  
Adding in [[Booster Overdriver - Mark I (Schematic)|Booster Overdriver - Mark I]], [[Booster Overdriver - Mark II (Schematic)|Booster Overdriver - Mark II]], [[Booster Overdriver - Mark III (Schematic)|Booster Overdriver - Mark III]], [[Booster Overdriver - Mark IV (Schematic)|Booster Overdriver - Mark IV]], [[Booster Overdriver - Mark V (Schematic)|Booster Overdriver - Mark V]] components will increase the Acceleration attribute on these items.
 
  
 
==Source References==
 
==Source References==

Latest revision as of 16:19, 10 May 2008




Game Mechanics - Mechanics Category

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.


Navigation

Description

Template (Game Messages)

Related Tags

25% This document has been partially completed.

Mechanics This document is about game mechanics.

Countermeasure & Missle Launcher Crafting Experimentation Mechanics

Items Affected

Countermeasures

1. Chaff Launcher
2. IFF Confuser Launcher
3. Sensor Decoy Launcher
4. EM Emitter Launcher
5. Micro-Chaff Launcher


Missle Launchers

1. Mark I Concussion Launcher
2. Mark II Concussion Launcher
3. Mark III Concussion Launcher
4. Mark I Image-Rec Launcher
5. Mark II Image-Rec Launcher
6. Mark I Proton Launcher
7. Mark II Proton Launcher
8. Mark III Proton Launcher
9. Mark IV Proton Launcher
10. Mark I Seismic Launcher
11. Mark II Seismic Launcher
12. Mark III Seismic Launcher
13. Mark I Spacebomb Launcher
14. Mark II Spacebomb Launcher


Experimentation Lines

These items have 4 lines of experimentation available.


1. Experimental Armor Hitpoints
2. Experimental Energy Maintenance
3. Experimental Hitpoints
4. Experimental Mass



The Experimental Armor Hitpoints line depends on 33% OQ 66% UT. Experimentation on this line will increase the Armor attribute on these items.


The Experimental Energy Maintenance line depends on 50% CD, 50%. Experimentation on this line will decrease the Reactor Energy Drain attribute in these items.


The Experimental Hitpoints line depends on 33% OQ 66% UT. Experimentation on this line will increase the Hitpoints attribute on these items.


The Experimental Mass line depends on 33% OQ 66% UT. Experimentation on this line will decrease the Mass attribute on these items.

Item Attributes

Variation Of:


This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.


For more information about the Variation Of attribute, see General Item Mechanics



Certified


This attribute is a category listing.


Level 1 Ship Equipment Certification:

This attribute appears on Mark I items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.


Level 3 Ship Equipment Certification:

This attribute appears on Mark II items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.


Level 5 Ship Equipment Certification:

This attribute appears on Mark III items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.


Level 7 Ship Equipment Certification:

This attribute appears on Mark IV items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.



Level 9 Ship Equipment Certification:

This attribute appears on Mark V items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.



Level 10 Ship Equipment Certification:

This attribute appears on Mark V items and indicates the level of the component. It also serves to indicate to the player whether or not they meet the level requirement set in order to be able to use the item. Available values are "Yes" and "No". If a player does not meet the requirement then they are not able to install the item into their vessel.


Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics


Object Creator:

This attribute appears only on crafted items or looted components. The crafter's name is listed here.

General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers


Serial Number:

This attribute only appears on crafted items. This represents the alphanumeric code given to the item.


See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers



Ship Component


This attribute is a category listing.


Armor:

This value represents the amount of damage that the component will take before passing any further damage on to be subtracted from the Hitpoints attribute.


Hitpoints:

This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted.


Reactor Energy Drain:

This attribute represents the amount added to the energy requirements of the starship if this component is added in.


Mass:


This attribute represents the amount of weight or mass that will be added onto the ship chassis when this component is included in the starship.


Damage:

Min Damage / Max Damage per shot. This represents the minimum/maximum range of damage output your weapons will provide.

Vs. Shields:

This is a weapons modifier vs. shields. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints. This number is considerably higher for ion cannons and lower for disruptors. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.


Vs. Armor:

This is a weapons modifier vs. armor. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints. This number is considerably higher for disruptors and lower for ion cannons. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.

(Ion Cannons puncture shields, Disruptors puncture Armor and blasters are not as effective as either, but do both.)


Energy / Shots:

This is the weapon's drain-per-shot on the Capacitor Energy reserves of your ship. If your capacitor doesn't have this much stored up, you can't fire.


Refire Rate:

This is the time delay between shots from a projectile weapon. A lower number is better.


Source References

Source Source in Context