Difference between revisions of "Ship Capacitor Crafting (Game Mechanics)"
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The Experimental Capacitor Energy line depends on 66% CD and 33% OQ. Experimentation on this line will increase the Capacitor Energy attribute on these items. | The Experimental Capacitor Energy line depends on 66% CD and 33% OQ. Experimentation on this line will increase the Capacitor Energy attribute on these items. | ||
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The Experimental Energy Maintenance line depends on 66% CD and 33% OQ. Experimentation on this line will decrease the Reactor Energy Drain attribute on these items. | The Experimental Energy Maintenance line depends on 66% CD and 33% OQ. Experimentation on this line will decrease the Reactor Energy Drain attribute on these items. | ||
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Revision as of 23:53, 9 May 2008
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Game Mechanics - Mechanics Category
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Ship Capacitor Crafting Experimentation MechanicsItems Affected1. Mark I Weapons Capacitor Experimentation LinesThese items have 3 lines of experimentation available.
The Experimental Armor Hitpoints line depends on 33% OQ and 66% UT. Experimentation on this line will increase the Armor attribute on these items.
The Experimental Energy Maintenance line depends on 66% CD and 33% OQ. Experimentation on this line will decrease the Reactor Energy Drain attribute on these items.
The Experimental Hitpoints line depends on 33% OQ and 66% UT. Experimentation on this line will increase the Hitpoints attribute on these items.
The Experimental Recharge Rate line depends on 66% CD and 33% OQ. Experimentation on this line will increase the Recharge Rate attribute on these items. Item AttributesVariation Of:
Certified
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.
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.
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.
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.
Transferred Component AttributesHitpoints: Adding in Armor Reinforcement Panel - Mark I, Armor Reinforcement Panel - Mark II, Armor Reinforcement Panel - Mark III, Armor Reinforcement Panel - Mark IV, Armor Reinforcement Panel - Mark V components will increase the Hitpoints attribute in these items.
Adding in Armor Reinforcement Panel - Mark I, Armor Reinforcement Panel - Mark II, Armor Reinforcement Panel - Mark III, Armor Reinforcement Panel - Mark IV, Armor Reinforcement Panel - Mark V components will increase the Armor attribute in these items.
Source References
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