Countermeasure & Missle Launcher Crafting (Game Mechanics)

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Game Mechanics - Mechanics Category

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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

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