Using Schematics (Game Mechanics)

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Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

General Draft Schematic

Schematics are basically blueprints for anything you can build. They include designs for weapons and other devices, recipes for foodstuffs, and patterns for items of clothing.

You Access your list of schematics through your Datapad (Ctrl+D). Double clicking on any schematic will bring up a description of that item, along with a list of the resources and other components required to build that object.

Every item in the game requires specific components to craft. In many instances, these components will simply be resources. To craft a survival knife, for example, you might need several units of metal and a few units of polymer alloys.

More complex items are actually composed from other crafted objects, or a combination of resource and crafted components. A blaster requires some resources, but also calls for a power cell, which is a separate craftable item. To build a blaster, you must first build (or buy) a power cell.

Some items allow for optional components (you might be able to add spices to a meat stew or a scope to a rifle). The components are not required to complete the item, but may enhance the final product in some way. You can view the components required for any item by reviewing the object's schematic in your Datapad or through a crafting device.



Manufacturing Schematics

When using a generic crafting tool, you produce an actual object that can be used by you or others (a "prototype"). However, while at a crafting station and using a specialized crafting tool, you have the option of creating a manufacturing schematic instead. A manufacturing schematic can be used with factories to mass-produce the item.

Harvester Schematic


Manufacturing schematics represent the stored form of a completed crafting session. The exact properties of the item that would have been produced by the crafting session that produced the manufacturing schematic are instead saved off as a manufacturing schematic, and allow multiple copies of that exact item to be reproduced at a factory of the appropriate type.

Because the crafting session was saved off and the attributes are being reproduced, all of the same ingredients that were used to craft the manufacturing schematic must be used when the manufacturing schematic is used at a factory to run off more copies of the item. It's very important to remember that exactly the same ingredients must be used.

For example, if the imaginary resource 'Benzoite', a type of Duralloy Steel was utilized to make a manufacturing schematic, then you'll need a supply of Benzoite to make items from that schematic. No other type of Duralloy steel will suffice. This also means that once Benzoite is no longer available in the universe, all manufacturing schematics that were made from it are no longer useable because the resource ingredient requirements can no longer be satisfied, and any desired manufacturing schematics will have to be created fresh using the currently available equivalent resource.

The idea of identical ingredients being needed for making items from manufacturing schematics carries over into the realm of component ingredients for manufacturing schematics. The copies of the exact same component that was used to create the manufacturing schematic will have to be used to create items from that particular manufacturing schematic. The key point to note here is that since all the components have to be identical, they all have to have been produced in a factory themselves, as that's the only way to get truly identical items.

For example, if a person generated a particularly good DL-44 blaster during the crafting process and decided that they wanted to be able to mass produce them in a factory, they'd need enough of the same resources that they used to craft the manufacturing schematic to meet the needs of how many copies of the blaster they wanted to make at the factory. If the imaginary ingredient "Terg's Blaster Power Handler Mark2" was one of the ingredients used, they'd need enough of those same blaster power handlers to make more blasters from the new DL-44 manufacturing schematic. They only way that those blaster power handlers could possibly truly be the same, is if they themselves had come from a factory assembly run.

Thus, Manufacturing Schematics that require components should only be built off of components that came from an extended factory production run, because that's the only way you'll be able to satisfy the identical component ingredient requirements, and thus be able to build more objects.

Parts of General Draft Schematic

1. Complexity
2. Crafting Tool/Station Type
3. Data Size
4. Draft Resource Slots



Complexity

This stat governs several things. First it determines what type of tool and crafting station a player must use in order to have this schematic come up as an option to be crafted. Second, it determines the base length of production time in factories and in the crafting tools output production of a prototype item. The value listed within the schematic itself serves as a base figure. For every experiment attempt made (even if unsuccessful), this value is increased by one point.

Crafting Tool Type

This lists the minimum crafting tool type that must be used for a particular schematic. Schematics are linked in some cases to being used only by certain tools. Take for example Generic Crafting Tools and Lightsaber Crafting Tools. Both have some items in them with complexities of between 1-15. Generic tools can craft most objects ranging from 1-15 complexity. Due to certain items being restricted to certain tools; light saber items are craftable only by light saber tools,(even though it is 10 complexity). Specialized tools follow the same logic. A schematic that is designated to be used with a Structure and furniture tool can only be used with a structure and furniture tool, however since the structure is hierarchal, a lower tiered item can be crafted from a higher tier crafting tool in the case of the advanced dispersal mechanism below which only requires a generic crafting tool to create it, but in which a food & chemical tool can also be used to craft and experiment upon it. At times some schematics may even require both specific tools in addition to stations. This is likely linked solely to the complexity of the item where all objects of complexity 21 and higher would require a specialized tool in conjunction with a specialized crafting station (public or private depending on the complexity level) of that type.

Advanced dispersal mechanism



Data Size

This originally was intended to act as a sink for data pad points when a manufacturing schematic of this type was created. Each point in this would likewise take a point away from the datapad storage allotment, however all manufacturing schematics only take up one point.



Draft Resource Slots


Draft resource slots are the areas on the schematic to which must be filled with a particular resource or component in order to continue on with the craft production. Slots can be any of the following types:

1. Resource
2. Sub-Component
3. Optional


Resource slots account for harvestable resources that are required to proceed with crafting. These resources can be general to a particular class of resource (minerals, metals, chemicals, polymers, flora, rice etc) or they may be specific to a particular type of resource such as Kammris Iron, Duralloy Steel etc. The given resource requirement for that slot must be filled with the matching type of resource.

Advanced Ubese Armor Segment


Sub component slots are slots in which another crafted or looted item must be used in order for the item to be able to proceed to the next crafting stage. Like with resource slots, sub component slots can have general item requirements or specific requirements. General item requirements would be something such as "blaster power handler." Specific requirements would be "2 identical blaster power handler from a factory crate." This means that in order to fill this slot for a specialized requirement, that a manufacturing run of power handlers would be required as the only way to have identical parts would be to have same serial number items. Since hand crafting items will produce different serial numbers for each item, handcrafting the component is not an option. Another case is where a schematic would require 'similar' components. This means that the components have to be of the same type of item (blaster power handler for example) but they do not have to be of the same serial number, thus allowing for any crafted blaster power handler to be used in the process.

Sub components directly add (or takes away from) to the item's stats. Components do not act as multipliers in the crafting process. For example a curved sword has a maximum experimentation range of 10-50 min damage and 100-255 max for min and max damage. If we add an advanced sword core that was experimented to have 25 min damage and 50 max damage, the minimum we could have on this weapon with 0% experimentation is 35-150. The maximum we would have after 100% experimentation would be 75-305.

Composite Armor Segment Slot Requirements
Craft Apron


Optional slots are like sub component slots in that they often require a crafted item, although in some cases loot items are accepted. Optional slots are just as their name says, optional. They are not required to complete the item however adding an optional component will affect the item by directly adding (or decreasing from) the item's stats and do not act like multipliers.



For a list of available slot component types and optional items, please visit the respective craft profession pages for:

Architect:
Artisan:
Armorsmith:
Bio-Engineer
Chef:
Combat Medic
Doctor:
Droid Engineer:
Medic
Shipwright
Tailor
Weaponsmith



Looted Components & Optional Items

See Loot Components for more information

Looted Schematics

See Loot Schematics for more information



Using Schematics In Factories

See Factories for more information.

Source References

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