Countermeasure & Missle Launcher Crafting (Game Mechanics)
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Game Mechanics - Mechanics Category
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Countermeasure & Missle Launcher Crafting Experimentation MechanicsItems AffectedCountermeasures 1. Chaff Launcher
Missle Launchers 1. Mark I Concussion Launcher
Experimentation LinesThese items have 4 lines of experimentation available.
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 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.
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.
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.
Reactor Energy Drain: This attribute represents the amount added to the energy requirements of the starship if this component is added in.
Mass:
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.
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.)
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.
This is the time delay between shots from a projectile weapon. A lower number is better.
Source References
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