Ship Weapon Crafting (Game Mechanics)

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Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Ship Weapon Crafting Experimentation Mechanics

Items Affected

1. Advanced Blaster (Green)
2. Advanced Blaster (Red)
3. Advanced Disruptor
4. Advanced Ion Cannon
5. Experimental Blaster (Green)
6. Experimental Blaster (Red)
7. Experimental Disruptor
8. Experimental Ion Cannon
9. Heavy Blaster (Green)
10. Heavy Blaster (Red)
11. Heavy Disruptor
12. Heavy Ion Cannon
13. Light Blaster (Green)
14. Light Blaster (Red)
15. Light Disruptor
16. Light Ion Cannon
17. Mid-Grade Blaster (Green)
18. Mid-Grade Blaster (Red)
19. Mid-Grade Disruptor
20. Mid-Grade Ion Cannon

Experimentation Lines

These items have 10 lines of experimentation available.

Experimental Armor Effectiveness
Experimental Armor Hitpoints
Experimental Damage Max
Experimental Damage Minimum
Experimental Energy Maintenance
Experimental Energy per Shot
Experimental Firing Rate
Experimental Hitpoints
Experimental Mass
Experimental Shield Effectiveness


The Experimental Armor Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Vs. Armor attribute on these items.


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 Damage Max line depends on 50% OQ and 50% PE. Experimentation on this line will increase the maximum damage range of the Damage attribute.


The Experimental Damage Minimum line depends on 50% OQ and 50% PE. Experimentation on this line will increase the minimum damage range of the Damage attribute.


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


The Experimental Energy per Shot line depends on 50% CD and 50% OQ. Experimentation on this line will decrease the Energy/Shot attribute on these items.


The Experimental Firing Rate line depends on 50% OQ and 50% PE. Experimentation on this line will decrease the Refire Rate 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 Mass line depends on 33% OQ and 66% UT. Experimentation on this line will decrease the Mass attribute on these items.


The Experimental Shield Effectiveness line depends on 50% OQ and 50% PE. Experimentation on this line will increase the Vs. Shields 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.


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.


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.



Transferred Component Attributes

Hitpoints:

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 Mass Reduction Kit - Mark I, Mass Reduction Kit - Mark II, Mass Reduction Kit - Mark III, Mass Reduction Kit - Mark IV, Mass Reduction Kit - Mark V components will decrease the Hitpoints attribute in these items.



Armor:

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.


Adding in Mass Reduction Kit - Mark I, Mass Reduction Kit - Mark II, Mass Reduction Kit - Mark III, Mass Reduction Kit - Mark IV, Mass Reduction Kit - Mark V components will decrease the Armor attribute in these items.


Mass:


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 Mass attribute in these items.


Adding in Mass Reduction Kit - Mark I, Mass Reduction Kit - Mark II, Mass Reduction Kit - Mark III, Mass Reduction Kit - Mark IV, Mass Reduction Kit - Mark V components will decrease the Mass attribute in these items.

Source References

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