Elite Shipyard

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Yep, typo'd the hardpoint classes last night. Got an email about that this morning, should already be fixed, but you might have to manually refresh the page depending on your browser/router/ISP's cache configuration.

Ah, thanks. Probably my ISP cache as everything has been cleared my end.

Edit: Well, waddya know. Just done another refresh and it comes up with the medium hardpoints. :)
 
I think the Fer de Lance belongs into the Fighter section, not Multipurpose. It's absolutely no Explorer with it's meager range, if you get more than 50t cargo, you're stretching it, so no trader or pirate either. It packs humongous firepower and above average maneuverability, yet screams for more power, definitly Fighter signature. The superheavy one.
 
Unless FDL has a bunch of hidden "Passenger" compartments like the Orca and the Dropship, it clearly is a fighter. There's no other purpose. No exploration, no trading (that money buys a type 9!), nothing else. It's a combat ship.
 
We can't make any class judgements based on price because we don't know the final price yet; people have made guesses based on the armor price but they're just guesses and prone to change before 1.2 goes live. I see the point that the FdL would have a hard time being competitive in any non-combat role, and yet the in-game description comments on its "popularity with top business executives and wealthy bounty hunters, being a fast, well armed vessel, with luxurious accommodation". Business executives and luxurious accommodations make it sound a lot less like a fighter and a lot more like an armored transport.
 
Why is the Adder classified as an exploration vessel?

It makes a worse explorer than the hauler, cobra, or t6. It's most notable feature is the ability to carry good weapons for the price combined with a decent cargo hold. That would seem to put it in the same progression as the Cobra and Python (multipurpose vessel) rather than an Explorer like the Asp which has it's insane jump range and large fuel tank.
 
We can't make any class judgements based on price because we don't know the final price yet; people have made guesses based on the armor price but they're just guesses and prone to change before 1.2 goes live. I see the point that the FdL would have a hard time being competitive in any non-combat role, and yet the in-game description comments on its "popularity with top business executives and wealthy bounty hunters, being a fast, well armed vessel, with luxurious accommodation". Business executives and luxurious accommodations make it sound a lot less like a fighter and a lot more like an armored transport.
your site, your call.

Rich people just might like killing people in their past time :)
 
Updated to v1.2.1:
* filled in prices and stats for the Vulture, Fer-de-Lance, Shield Boosters and Hull Upgrade Packages
* by popular demand, recategorized the Fer-de-Lance from multipurpose to combat
* added support for reserved internal compartments (as on the Orca)
* updated stats for Chaff Launcher, Electronic Countermeasure and Point Defence Turret
 
Is that some love for the poor Orca there?
Sadly no, the opposite: the first two internal compartments of the Orca are apparently locked, so you can't replace the default cargo racks they come with. Since those default racks are actually lower class than the slots are rated for, it's effectively a straight reduction of the Orca's capabilities. That said I'm not sure it's a nerf, it may have always been that way and I just didn't know about it until now, since I've never been able to afford to buy one myself.
 
Sadly no, the opposite: the first two internal compartments of the Orca are apparently locked, so you can't replace the default cargo racks they come with. Since those default racks are actually lower class than the slots are rated for, it's effectively a straight reduction of the Orca's capabilities. That said I'm not sure it's a nerf, it may have always been that way and I just didn't know about it until now, since I've never been able to afford to buy one myself.

They weren't locked when I tried an Orca in 1.2 Beta. It was actually quite fun to fly as it's very fast and has a decent capacity for trading (when those slots were unlocked). The killer is the high price meaning no one would have a reason to move towards it for trading at the moment, pending passenger carrying being available.
 
Shield Booster error

Completed some experiments and found that the multipliers for shield boosters don't stack. The multiplier is based off initial shield strength alone. A ship with 125 MJ of shields having an 'A' booster installed will increase shields by an additional 25 MJ (20% of 125 is 25), each additional shield booster adds 25. The shield boosters do not multiply current shield strength by their multiplier, only the base stat. Thanks. Cheers!
-Krin
 
Well, I would raise a ruckus anyway. If the whole point of outfitting is to fit a ship how the pilot wants, then it is a nerf to it's capabilities. I for instance, think any non-exploration ship should always carry a shield generator in the top slot. Exactly where they stuck a cargo rack with half the capacity it should have. No locked slots on any ship whatsoever.
 
Completed some experiments and found that the multipliers for shield boosters don't stack. The multiplier is based off initial shield strength alone. A ship with 125 MJ of shields having an 'A' booster installed will increase shields by an additional 25 MJ (20% of 125 is 25), each additional shield booster adds 25. The shield boosters do not multiply current shield strength by their multiplier, only the base stat. Thanks. Cheers!
-Krin
So the amount of bonus shielding you get only depends on the ship hull and not the actual fitted shield generator module? And, multiple boosters stack additively rather than multiplicatively?
 
So the amount of bonus shielding you get only depends on the ship hull and not the actual fitted shield generator module? And, multiple boosters stack additively rather than multiplicatively?

No, sorry if I worded that incorrectly. The amount of boost is directly related to the shield generator installed, if the shield generator installed has 125 MJ of power and you install an A booster, you get 25 extra MJ, raising it to 150 MJ total. If you installed a second booster it adds another 25, raising it to 175MJ total. The current way edshipyard is setup it multiplies the current shield total by the multiplier on the additional shield booster (for instance if you already had a booster installed and had 150 MJ, it is incorrectly multiplying this number by the shield booster (150* .2 = 30), adding 30, where it should only be adding 25.)
 
So you're saying it's an "additive multiplier" where in this case 1.2 + 1.2 = 1.4? If so then the math is:
Final Modifier = 1 + [sum of all modifiers] - [mumber of items installed]
 
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