Vehicle

Vehicle
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  • Introduction​


    Vehicles are the primary mode of transportation in Star Wars Galaxies. Basic vehicles are crafted by Master Artisans but there are a wide variety of special vehicles available as loot or quest rewards. These vehicles may have to be reconstructed by a crafter in order to reach their full potential.

    All vehicles naturally decay over time, and can also take damage from enemies in both PvE and PvP combat situations. Damaged vehicles may be repaired at any Parking Garage by going close to the Garage and selecting the repair option from the radial menu on the vehicle you wish to repair.

    If a vehicle reaches zero condition, it becomes disabled. A disabled vehicle can only be restored through the use of a Vehicle Restoration Kit (crafted by Master Artisan). However, due to their high cost, it is generally only worthwhile to repair valuable (i.e. non crafted) vehicles.

    On the Planet of Mustafar, lakes of lava across the planet will quickly damage and destroy vehicles that cross over it, unless it is lava resistant. Some vehicles have innate lava resistance, while other vehicles can be made so through the use of a Vehicle Lava Resistance Kit, purchasable from the Mustafar Content Vendor.

    List of Vehicles​

    VehicleSeatsSpeedHitpointsSourceNotes
    AB-1 Landspeeder217.93 000Master Artisan Schematic
    Advanced Flare S Swoop12215 000Reconstructed from Flare S Swoop
    Advanced STAP-1121.915 000Reconstructed from STAP-1Bio-Link Required
    Advanced Tantive IV Landspeeder817.915 000Reconstructed from Tantive IV Landspeeder
    Air-2 Racing Swoop123.015 000PAASNo Trade
    AT-PT121.515 000Legendary Loot Chest, Rare Loot System
    AT-RT121.510 000Galactic Fortitude Vendor
    AV-21 Landspeeder221.93 000Corellian Corvette
    A1 Deluxe Floater22215 000PAASNo Trade
    BARC Command Vehicle123.115 000Imperial or Rebel Recruiter (Colonel Rank)Available through GCW Ranking
    BARC Speeder122.11 500Rryatt Trail TrialsNo Trade
    Desert Skiff821.510 000Desert Skiff CollectionCollection unknown
    Flare S Swoop120Death Troopers
    Flash Speeder219.9/flash command during Restoration launchNo longer obtainable
    Geonosian Speeder12315 000PAASNo Trade
    Hover Chair122.815 000Referral Program
    Hover Lifter Speeder620Cornburr's Brain Collection
    Hover Lifter Speeder (Custom)62215 000Reconstructed from Hover Lifter SpeederLava Resistant
    Jetpack123.11 500Crafted in Death Watch Bunker using rare looted componentsLava Resistant
    Koro-2 Exodrive Airspeeder217.915 000PAASNo Trade
    Lava Skiff217.91 500Looted from Lord VartonisLava Resistant
    Light Bending BARC Speeder123.010 000PAASNo Trade
    Mechno Chair1015 000Legendary Loot Chest, Rare Loot System
    Mustafarian Panning Droid1163 000Droid Engineer (Advanced Droid Production) SchematicLava Resistant
    Mustafar Lava Skiff82220 000Mustafar Lava Skiff CollectionLava Resistant
    Recoloured version of Desert Skiff
    No longer obtainable
    RAM-1511 Transport821.915 000Empire/Remembrance Day
    Senate Pod61615 000Awarded to members of the Galactic Senate
    Sith Speeder123.1PAAS
    Speederbike119.91 500Master Artisan Schematic
    Pod Retrieval
    STAP-1117.910 000Saun Dann's quest during Life DayNo Trade
    Swamp Speeder217.915 000Galactic Fortitude VendorNo Trade
    Swoop121.91 500Master Artisan Schematic
    Tantive IV Landspeeder81510 000Empire/Remembrance Day
    Tsmeu-6 Personal Wheel Bike22315 000N-K Necrosis
    USV-5 Modified Landspeeder517.915 000Chronicles Vendor
    V-35 Landspeeder717.93 000Master Artisan Schematic
    X-34 Landspeeder217.93 000Master Artisan Schematic
    XJ-2 Landspeeder223.1Mustafar Content Vendor
    XJ-6 Airspeeder22215 000PAASNo Trade
    XP-38 Landspeeder221.51 500Master Artisan Schematic
    A Speeder for Me

    Vehicle Tinkering System​

    The Restoration Expanding Horizons Patch of 2024 added a system which allows players to customize their vehicles. Vehicles were adjusted to maneuver more realistically and have steering similar to driving an actual vehicle. Handling has been implemented such that turning requires forward movement and an actual turning radius. This can be improved, along with all other vehicle features, in the new vehicle tinkering system. More information on the Tinkering page.

    Vehicles can be upgraded with Engines and Boosters by visiting your local Garage. These components are supported by sub-system components in order to gain the full benefit of the upgraded components. For more detailed information, radial your vehicle near a Garage to view your Vehicle User Manual

    Players may view detailed attributes of their vehicle as well as the health of vehicle sub-systems by examining the vehicle control device in their datapad.

    Vehicle Components:​

    Vehicle components drop from new Scrapper type NPCs on Dathomir, Endor, Yavin IV, and Mustafar.

    Component Attributes include:
    • Engine - Top Speed
    • Booster - Booster Speed
    • Chassis - Hitpoints and Maintenance
    • Cooling System - Booster Duration and Booster Cooldown
    • Stabilizers - Turning
    • Energy Core - Acceleration and Deceleration
    When you loot raw vehicle components off Scrapper type NPCs those components will drop with a fixed set of attributes, but randomized levels of quality. The quality of a component's attributes are dictated by their associated color, along with a percentage and raw value. An attribute's quality percentage can range from 0% to 125%.
    • Red quality attributes are 0% to 39.9%
    • Orange quality attributes are 40% to 59.9%
    • Yellow quality attributes are 60% to 79.9%
    • Blue quality attributes are 80% to 99.9%
    • Green quality attributes are 100% to 125%
    As a practical matter, blue and green quality attributes are what you want for your vehicle. These are the quality levels that enable your vehicle’s sub-systems (see below) to attain balance, as well as the levels where you will feel a noticeable increase in your vehicle’s performance. While you are free to utilize vehicle components at lower quality levels, you will struggle to balance your sub-systems, and your increase in performance will be marginal.

    Vehicle Sub-Systems:​

    Vehicles have four sub-systems that need to be balanced and functional to gain vehicle upgrade benefits. Each system (Mass, Cooling, Stabilizer, and Energy) contributes 25% of the performance benefit.
    • Mass System - Balance Mass with Structural Integrity
    • Cooling System - Balance Heat Generation with Cooling
    • Stabilizer System - Balance Fluctuation with Stabilization
    • Energy System - Balance Energy Drain with Power Generation
    Each sub-system is represented as a fraction (A/B) when examining your vehicle with your datapad. "A" represents the vehicle attribute you must balance, and "B" represents the vehicle attribute that provides the capacity to balance the first element.

    For example, the values required to balance your Mass System are determined by summing the values of the mass attributes across all 6 of your components (the numerator, "A"), against the integrity attribute value from your Chassis (the denominator, "B").

    Performance and Balancing Attributes:​

    All six vehicle components have two groups of attributes that affect your vehicle. One of these categories is a “performance attribute” and the other category is a “balancing attribute”.

    Performance attributes are the ones you will care about the most as they improve the overall performance of your vehicle - it will go faster, handle better, have more hitpoints, and more.

    The balancing attributes do not affect your vehicle’s performance directly but instead determine whether your vehicle’s four sub-systems are considered to be in a balanced state. You can always tell if your sub-systems are in balance by using the radial function on your vehicle in your data pad. If these systems are balanced, your vehicle’s sub-system statlines will show as green. If they are not, these same sub-systems will show as red. Remember that your performance attributes have a -25% penalty applied for each sub-system that is not balanced. This means that while you can still operate your vehicle with imbalanced systems, it will not perform as you expect (or have paid for!).

    Once your sub-systems are balanced there is no real need, other than for the completionist-minded, to achieve improved values for balancing attributes. That said, high level balancing attributes are critical when attempting to tune up a basic vehicle to its highest performance level. Very often basic vehicles, the most common models available on the market, have poor innate balancing attributes. Therefore, many basic vehicles will require green tier balancing attributes on the majority of their installed components to fully balance their sub-systems. Premium vehicles, the type you can receive as a reward from a quest or achievement, often are able to get away with blue quality attributes to balance their sub-systems.

    With Performance attributes, on the other hand, true gear heads will always want to chase the highest possible value. In many cases, each percentage point increase in quality gives some slight edge or improvement compared to a lesser component. Who doesn’t want their engine to go just that much faster, for example?

    Vehicle Component Deep Dive:​

    Each vehicle component you install plays a specific role in boosting overall performance or enabling the balance of your vehicle sub-systems.

    Engine
    This component is simple, but critical, as it determines your vehicle’s base speed. With this component your only performance attribute is Speed. Its balancing attributes are Mass, Fluctuation, Energy Drain, and Heat. Thus, your Engine's quality impacts your ability to balance all four sub-systems. When you upgrade the Speed attribute your vehicle’s raw speed will increase, and the new value will replace your vehicle’s original base speed value.

    When you examine your vehicle with an improved Engine installed, your Vehicle Speed will read: “X (A/B)”, where “X” is your current base speed value, “A” was your vehicle’s original base speed value, and “B” is the new value that replaced your original base speed value.

    Booster
    This component enables you to use a new ability while driving called “Vehicle Boost”. This ability can be located under the Abilities and Commands tab -> Other -> Vehicle Boost. Like the engine this component’s only performance attribute is Speed. Its balancing attributes are Mass, Fluctuation, Energy Drain, and Heat. Thus, your Booster's quality impacts all four sub-systems. Because vehicles do not have Boosters installed natively, this version of the Speed attribute is entirely new to your vehicle. When you activate the Vehicle Boost ability, this booster Speed value is added to the engine Speed value your vehicle possesses. This will provide you an increased baseline speed, for a time, so long as your booster is active.

    When you examine your vehicle with a Booster installed, your Booster Speed will read: “X (A/B)”, where “X” is your current booster speed, “A” was your vehicle’s original booster speed, and “B” is the new value that is added to your base speed when activating your Vehicle Boost ability.

    Cooling System
    This component enhances the performance of your booster. Like most vehicle components the Cooling System has two performance attributes. In this case they are Booster Duration and Booster Cooldown. There are also three other balancing attributes to manage: Mass, Fluctuation, and Cooling. Thus, your Cooling System's quality impacts your mass, stabilizer, and cooling sub-systems. When you upgrade the Booster Duration attribute, it will increase the length of time that your vehicle booster ability is active. When you upgrade the Booster Cooldown attribute it’ll reduce the length of time you must wait before you can use your vehicle booster ability once more.

    When you examine your vehicle with a Cooling System installed, your Booster Duration will read: “X (A/B)”, where “X” is your current booster duration, “A” was your vehicle’s original booster duration, and “B” is the new value that replaced your vehicle's original booster duration.

    Separately your Booster Cooldown will read: “X (A/B)”, where “X” is your current booster cooldown, “A” was your vehicle’s original booster cooldown, and “B” is the new value that replaced your vehicle's original booster cooldown time.

    Chassis
    This component enhances the durability and decreases the maintenance cost of your vehicle. It has two performance attributes, Maintenance and Max Hitpoints. Uniquely there are only two balancing attributes to attend to, Mass and Integrity. Thus, your Chassis' quality only impacts your mass sub-system. When you upgrade the Max Hitpoint attribute your vehicle will be able to take more damage, and the new value will replace the existing Max Hitpoint value on your vehicle. When you upgrade the Maintenance attribute your vehicle will become cheaper to repair, and that value will be subtracted from the existing maintenance cost value your vehicle.

    When you examine your vehicle with a Chassis installed, your Max Hitpoints will read: “X (A/B)”, where “X” is your vehicle’s current hitpoint value, “A” was your vehicle’s original hitpoint value, and “B” is the new value that replaced your vehicle’s original hitpoint value.

    Separately, your Maintenance will read: “X (A/B)”, where “X” is your current maintenance cost, “A” was your vehicle’s original maintenance cost, and “B” is the value that was subtracted from your vehicle’s original maintenance cost.

    Stabilizer
    This component improves the turning speed of your vehicle. This component has two performance attributes, Turn Rate and Turn Rate Max. It also has three balancing attributes: Mass, Energy Drain, and Stabilization. Thus, your Stabilizer's quality impacts your mass, energy, and stabilizer sub-systems. When you upgrade the Turn Rate attribute it improves how quickly your vehicle can turn when at a standstill, and that value will be added to your vehicle’s base turning rate. When you upgrade the Turn Rate Max attribute it improves how quickly your vehicle can turn, when your vehicle is approaching max speed, and that value will also be added to your vehicle’s base max turning rate.

    When you examine your vehicle with a Stabilizer installed, your Turn Rate will read: “X (A/B)”, where “X” is your vehicle’s current standstill turning rate value, “A” was your vehicle’s original standstill turning rate value, and “B” is the value that has been added to your vehicle’s original standstill turning rate value.

    Separately your Turn Rate Max will read: “X (A/B)”, where “X” is your vehicle’s current maximum turning rate value, “A” was your vehicle’s original maximum turning rate value, and “B” is the value that has been added to your vehicle’s original maximum turning rate value.

    Energy Core
    This component improves the acceleration and deceleration of your vehicle. Uniquely it has three performance attributes, Accel Min, Accel Max, and Decel. It also has three balancing attributes: Mass, Heat, and Power Generation. Thus, your Energy Core's quality impacts your mass and energy sub-systems. When you upgrade the Accel Min attribute it improves how fast your vehicle accelerates from a standstill, and that value is added to your vehicle’s base Accel Min value. When you upgrade the Accel Max attribute it improves how fast your vehicle accelerates as it approaches maximum speed, and that value is added to your vehicle’s base Accel Max value. When you upgrade the Decel attribute it improves how fast your vehicle decelerates to a standstill, and that value is added to your vehicle’s base Decel value.

    When you examine your vehicle with an Energy Core installed, your Accel Min will read: “X (A/B)”, where “X” is your vehicle’s current standstill acceleration value, “A” was your vehicle’s original standstill acceleration value, and “B” is the value that has been added to your vehicle’s original standstill acceleration value.

    Separately, your Accel Max will read: “X (A/B)”, where “X” is your vehicle’s current acceleration value when approaching maximum speed, “A” was your vehicle’s original acceleration value when approaching maximum speed, and “B” is the value that has been added to your vehicle’s original acceleration value when approaching maximum speed.

    Lastly, your Decel will read: “X (A/B)”, where “X” is your vehicle’s current deceleration value, “A” was your vehicle’s original deceleration value, and “B” is the value that has been added to your vehicle’s original deceleration value.

    Reverse Engineering:​

    Master Droid Engineers are able to Reverse Engineer vehicle components, eventually combining multiple components together into finished pieces that are installed in vehicles. This remaking process allows a Master Droid Engineer to eventually produce a component, after several reverse engineers, that have blue or green quality attributes across all statline values.

    To get started, Droid Engineers must first construct or procure a Vehicle Calibration Device as well as several Vehicle Tuning Modulators. While you only will need one calibration device, you will need to expend one Vehicle Tuning Modulator every time you perform the reverse engineer function.

    To perform a reverse engineer function, place two vehicle components and a Vehicle Tuning Modulator in a Vehicle Calibration Device. With the three ingredients inserted, radial the device in your inventory and select "reverse engineer". When you perform the function, your three ingredients will be lost, and the Vehicle Calibration Device will produce a new component. This new component will take the highest possible attribute values from the two components you placed in the device originally. You will also have the option to rename the component as the final step of the reverse engineer. Note: until you rename the new component and confirm, the ingredients are not yet destroyed. This provides you several opportunities to back out of the reverse engineer process, in case you have made a mistake or inserted the wrong components.

    Part of the beauty of the Vehicle Tinkering System's reverse engineering process is that it can be performed infinitely. No matter how many times a component has been transformed, if you find a better raw component off a Scrapper or on the market - you can always apply the upgrade! This freedom to upgrade, and a lack of true "buyer's remorse", is one of the best parts of the system.

    So, get out there and push your vehicles to their maximum potential!

    Commands​

    /vehicleBoost, can be used to temporarily increase the speed of your vehicle if your vehicle has a Booster and Cooling System installed. This ability can be located under the Abilities and Commands tab -> Other -> Vehicle Boost.


    More Details found here: The Vehicle Tinkering System Comlink article (http://comlink.swgr.org/features/vehicle-tinkering-system).