 Proposal

Remove negative aspects from Shipwright Subcomponents
 Justification

The negative aspects are disproportionate to the benfits of using them, and in some cases make the subcomponents not worth using at all.
 Motivation

To improve the viability of crafted Ship Components with different customized aspects that currently have unnecessary negative aspects hindering them.
Let's talk about Shipwright components for a few minutes here.
Now, everyone knows that RE'd space components are the undisputed kings. It only makes sense, you keep grinding after achieving Master Pilot to get the pieces of loot required to make a great RE'd component.
Crafted has its place.
But there's a flaw with crafted components that has always existed, and it shouldn't exist.
That flaw is the subcomponents used in the crafting. Every subcomponent can boost one or more stats on a final component. But that boost comes at a needless cost of some other stats. I'm going to give examples of this.
Let's start with the top of the list, Armor.
A Mark I Armor Panel (no subcomponent used) has a possible maximum stats of:
230 Armor
230 Hitpoints
680 Mass (lowest is better)
This assumes you have perfect resources. Results can vary with resource quality obviously.
After building mine, I have 13 experimentation points to use. I spend 9 points on Armor, and 4 points on Mass to reduce that as much as possible, resulting in the following armor panel:
230 Armor
188 Hitpoints
772 Mass
Not a bad armor panel overall for a Mark I.
Now, let's make another one exactly the same, but let's make it with a Mark 1 Armor Reinforcement Panel.
The Armor Reinforcement Panel panel will allow for:
Pros:
An increase in Armor and/or;
An increase in Hitpoints;
Cons:
An increase in Mass
With skill tapes, you'll have 13 points to spend in these categories. In this case, I'll put 9 points in Armor to max that and 4 points in Mass to try and reduce the amount of mass that will be added with this subcomponent.
My subcomponent after experimentation has:
+58 Armor
+47 Hitpoints
+116 Mass
Now I have an armor panel with these stats:
288 Armor
235 Hitpoints
888 Mass
I gained a mere 58 armor and 47 hitpoints, at a cost of 116 mass.
Why? Why add the mass? The part's not overpowered without that mass increase. Why the reasoning behind adding the negative effect?
This one's not even bad, though. Want bad? Look at the Armor Mass Reduction kit.
This time we have the same base Mark I Armor Panel:
230 Armor
188 Hitpoints
772 Mass
Let's make it with a Mark 1 Mass Reduction kit.
The Mass Reduction kit will allow for:
Pros:
An decrease in the Mass;
Cons:
A decrease in the Armor;
A decrease in the Hitpoints;
With skill tapes, you'll have 13 points to spend in these categories. In this case, I'll put 9 points in Mass to reduce it as much as I can and 4 points in Armor to try and mitigate the loss of Armor caused by this subcomponent.
My subcomponent after experimentation has:
39 Armor
43 Hitpoints
92 Mass
Now I have an armor panel with these stats:
191 Armor
145 Hitpoints
680 Mass
I lost a mere 92 mass but lost 39 armor and 43 hitpoints.
Again, why? The part's still not overpowered with that mass decrease. Why the reasoning behind adding the negative effect?
And that's just a Mark I Armor panel. The difference really rears its ugly head at higher levels. Let's look...
A Mark IV Armor Panel (no subcomponent used) has a possible maximum stats of:
1576 Armor
1433 Hitpoints
10608 Mass (lowest is better)
This assumes you have perfect resources. Results can vary with resource quality obviously.
After building mine, I have 13 experimentation points to use. I spend 9 points on Armor, and 4 points on Mass to reduce that as much as possible, resulting in the following armor panel:
1576 Armor
1170 Hitpoints
12044 Mass
Not a bad armor panel overall for a Mark IV.
Now, let's make another one exactly the same, but let's make it with a Mark IV Armor Reinforcement Panel.
My subcomponent after experimentation has:
+358 Armor
+292 Hitpoints
+1820 Mass
Now I have an armor panel with these stats:
1934 Armor
1462 Hitpoints
13864 Mass
With the Mark I, the gain in Mass was slightly above the gain in Armor and Hitpoints combined (106 A+HP, 116 Mass).
Now, the gain in Mass is very disproportionate (650 A+HP, 1820 Mass). Again I ask, what's the reasoning behind it?
But hold on, it gets way worse.
Let's make it with a Mark IV Mass Reduction kit.
My subcomponent after experimentation has:
241 Armor
265 Hitpoints
1434 Mass
Now I have an armor panel with these stats:
1335 Armor
904 Hitpoints
10609 Mass
You might think, not too shabby, right? Got the mass down to damned near the minimum it can get. But the hit to Armor and HP for not even a 2K drop in Mass? Wow.
And how about this...
If I made a Mark III Armor panel with a Reinforcement panel?
1215 Armor
991 Hitpoints
5553 Mass
The Mark IV with the mass reduction kit only has 120 more Armor, 87 LOWER HP, and over 5K MORE Mass than the Mark III with a Reinforcement Panel.
This holds true across the entire Mass Reduction kit line. The subcomponent is truly useless as it is.
Now, I can continue on with all the components and their subcomponents. Some of them are literally just as useless as the Mass Reduction kits and would be a waste of resouces even making them. But that would just be a LOT of typing for me and reading you don't wanna do.
For ones that are truly useless, like the Mass Reduction kits, I don't know an easy fix short of remove the negative aspects altogether. At least they may find a niche with some users.
At the very least, for all subcomponents for ship parts the negative aspects need to be removed. They don't serve a real purpose. If crafted SW parts were the end all/be all, they'd make sense but crafted is not end game gear.
Now, everyone knows that RE'd space components are the undisputed kings. It only makes sense, you keep grinding after achieving Master Pilot to get the pieces of loot required to make a great RE'd component.
Crafted has its place.
But there's a flaw with crafted components that has always existed, and it shouldn't exist.
That flaw is the subcomponents used in the crafting. Every subcomponent can boost one or more stats on a final component. But that boost comes at a needless cost of some other stats. I'm going to give examples of this.
Let's start with the top of the list, Armor.
A Mark I Armor Panel (no subcomponent used) has a possible maximum stats of:
230 Armor
230 Hitpoints
680 Mass (lowest is better)
This assumes you have perfect resources. Results can vary with resource quality obviously.
After building mine, I have 13 experimentation points to use. I spend 9 points on Armor, and 4 points on Mass to reduce that as much as possible, resulting in the following armor panel:
230 Armor
188 Hitpoints
772 Mass
Not a bad armor panel overall for a Mark I.
Now, let's make another one exactly the same, but let's make it with a Mark 1 Armor Reinforcement Panel.
The Armor Reinforcement Panel panel will allow for:
Pros:
An increase in Armor and/or;
An increase in Hitpoints;
Cons:
An increase in Mass
With skill tapes, you'll have 13 points to spend in these categories. In this case, I'll put 9 points in Armor to max that and 4 points in Mass to try and reduce the amount of mass that will be added with this subcomponent.
My subcomponent after experimentation has:
+58 Armor
+47 Hitpoints
+116 Mass
Now I have an armor panel with these stats:
288 Armor
235 Hitpoints
888 Mass
I gained a mere 58 armor and 47 hitpoints, at a cost of 116 mass.
Why? Why add the mass? The part's not overpowered without that mass increase. Why the reasoning behind adding the negative effect?
This one's not even bad, though. Want bad? Look at the Armor Mass Reduction kit.
This time we have the same base Mark I Armor Panel:
230 Armor
188 Hitpoints
772 Mass
Let's make it with a Mark 1 Mass Reduction kit.
The Mass Reduction kit will allow for:
Pros:
An decrease in the Mass;
Cons:
A decrease in the Armor;
A decrease in the Hitpoints;
With skill tapes, you'll have 13 points to spend in these categories. In this case, I'll put 9 points in Mass to reduce it as much as I can and 4 points in Armor to try and mitigate the loss of Armor caused by this subcomponent.
My subcomponent after experimentation has:
39 Armor
43 Hitpoints
92 Mass
Now I have an armor panel with these stats:
191 Armor
145 Hitpoints
680 Mass
I lost a mere 92 mass but lost 39 armor and 43 hitpoints.
Again, why? The part's still not overpowered with that mass decrease. Why the reasoning behind adding the negative effect?
And that's just a Mark I Armor panel. The difference really rears its ugly head at higher levels. Let's look...
A Mark IV Armor Panel (no subcomponent used) has a possible maximum stats of:
1576 Armor
1433 Hitpoints
10608 Mass (lowest is better)
This assumes you have perfect resources. Results can vary with resource quality obviously.
After building mine, I have 13 experimentation points to use. I spend 9 points on Armor, and 4 points on Mass to reduce that as much as possible, resulting in the following armor panel:
1576 Armor
1170 Hitpoints
12044 Mass
Not a bad armor panel overall for a Mark IV.
Now, let's make another one exactly the same, but let's make it with a Mark IV Armor Reinforcement Panel.
My subcomponent after experimentation has:
+358 Armor
+292 Hitpoints
+1820 Mass
Now I have an armor panel with these stats:
1934 Armor
1462 Hitpoints
13864 Mass
With the Mark I, the gain in Mass was slightly above the gain in Armor and Hitpoints combined (106 A+HP, 116 Mass).
Now, the gain in Mass is very disproportionate (650 A+HP, 1820 Mass). Again I ask, what's the reasoning behind it?
But hold on, it gets way worse.
Let's make it with a Mark IV Mass Reduction kit.
My subcomponent after experimentation has:
241 Armor
265 Hitpoints
1434 Mass
Now I have an armor panel with these stats:
1335 Armor
904 Hitpoints
10609 Mass
You might think, not too shabby, right? Got the mass down to damned near the minimum it can get. But the hit to Armor and HP for not even a 2K drop in Mass? Wow.
And how about this...
If I made a Mark III Armor panel with a Reinforcement panel?
1215 Armor
991 Hitpoints
5553 Mass
The Mark IV with the mass reduction kit only has 120 more Armor, 87 LOWER HP, and over 5K MORE Mass than the Mark III with a Reinforcement Panel.
This holds true across the entire Mass Reduction kit line. The subcomponent is truly useless as it is.
Now, I can continue on with all the components and their subcomponents. Some of them are literally just as useless as the Mass Reduction kits and would be a waste of resouces even making them. But that would just be a LOT of typing for me and reading you don't wanna do.
For ones that are truly useless, like the Mass Reduction kits, I don't know an easy fix short of remove the negative aspects altogether. At least they may find a niche with some users.
At the very least, for all subcomponents for ship parts the negative aspects need to be removed. They don't serve a real purpose. If crafted SW parts were the end all/be all, they'd make sense but crafted is not end game gear.