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Ominus Decre
The Older Gamers Ascendant Frontier
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Posted - 2006.11.18 18:42:00 -
[1]
The Coercer is showing 3 rigging allowments. Prior to the current build I was able to fit a total of 3 rigs. I was even able to fit 3 of the same types; Ancillary Current Router +5 power grid.
Just now when attempting to fit rigs I'm only able to install two on a Coercer even though there's 3 slots:
You cannot fit the Energy Collision Accelerator because your ship cannot handle it. Your ship can only fit so many upgrades as each interferes with its calibration and past a certain point your ship is rendered unusable.
That is the message I recieve with 2 "Energy Collision Accelerator" fitted while attempting to fit a third.
Unsure if this is a bug or a stacking restriction (I am attempting to fit 3 of the same rigs) I attempted to fit something different in the thrid slot; Ancillary Current Router for +5 power grid:
You cannot fit the Energy Collision Accelerator because your ship cannot handle it. Your ship can only fit so many upgrades as each interferes with its calibration and past a certain point your ship is rendered unusable.
Is this a bug or is there a skill which governs the number of rigs that a pilot can fit to a chasis?
Perversion:  |

Ominus Decre
The Older Gamers Ascendant Frontier
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Posted - 2006.11.18 18:48:00 -
[2]
You cannot fit the Ancillary Current Router because your ship cannot handle it. Your ship can only fit so many upgrades as each interferes with its calibration and past a certain point your ship is rendered unusable.
intended to show message for 2 different rigging types. This is still in regards to the original post; 3 slots, 2 used and 1 availble.
Perversion:  |

Alkeena
Gallente Gradient Namtz'aar k'in
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Posted - 2006.11.18 18:55:00 -
[3]
It seems that they've nerfed the calibration points available to ships. Prior to yesterday's patch I was able to fit 3 'high-end' (each requiring 100 calibration points) T1 riggings to my hyp. Post patch I am only able to fit 2 high end (100 calibration) and one mediocre (75 calibration).
Given this it would seem that they cut available callibration points, at least on BS from at least 300 to around 275. Notably, a version of the hype that I built a few days ago with 3 rigs for a total of 300 callibration is still undockable and useable, I simply cannot reproduce it.
Anyone know how to determine the amount of callibration points a ship has available? Or how to uninstall a rig (even if it is destroyed)?
~Alkeena
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Ominus Decre
The Older Gamers Ascendant Frontier
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Posted - 2006.11.18 18:56:00 -
[4]
Same thing happens with the Harbinger which also has 3 rigging slots.
Perversion:  |

Neru Hatakani
Caldari
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Posted - 2006.11.18 19:31:00 -
[5]
This is normal for rigs. Devs were always saying that there will be a limited number of calibration points available to ship. I guess it was not implemented on SiSi till now.
I do agree with you guys on the point of not being able to see the ammound of calibration points available to the ship. That sux, perhaps they, and I mean Dev team, should incorporate similar legend which is used for CPU/Power Grid, where there are numbers displayed for a particular option.
Any Dev comments on the issue of not knowing how many calibration points ships have? Are you guys going to update the client with this information or will it be a pain in the behind guessing game?
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Paigan
Amarr Katsu Corporation
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Posted - 2006.11.18 20:07:00 -
[6]
Does anyone have any listing of calibration point needed by the various raigs and calibration points for each ship?
For us unworthy non-sisi-players ;)
Would be nice =) -- This game is still in beta stage |
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Xorus
Forum Moderator Interstellar Services Department

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Posted - 2006.11.18 20:37:00 -
[7]
Originally by: Alkeena
Anyone know how to determine the amount of callibration points a ship has available? Or how to uninstall a rig (even if it is destroyed)?
Rigs aren't removable of ships and can only be removed if you reprocess the entire ship, as for the number of calibration points, they will be added once they decide on final numbers :) ---
Wanna Buy a Goat??- Tirg
Member of the 'Kaemonn is My Hero' club Member of the "Immy's Bald Head Appreciation Society" Xorus is currenly off duty counting trees in Siberia. -Ivan K How much is that goaty in the window, baaa baaaa - Cortes (Secretary, Bald Head Appreciation Society)
All your sig are belong to me - Tanis
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Xoduse
Beasts of Burden Veritas Immortalis
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Posted - 2006.11.18 21:26:00 -
[8]
Originally by: Xorus
Originally by: Alkeena
Anyone know how to determine the amount of callibration points a ship has available? Or how to uninstall a rig (even if it is destroyed)?
Rigs aren't removable of ships and can only be removed if you reprocess the entire ship, as for the number of calibration points, they will be added once they decide on final numbers :)
I dont agree with having to reprocess the whole ship to get the rigs off. Theoretically if you "rig" something into the ship's >insert word here< system it could somehow be removed, even if it means damaging the ship. Why not make the higher calibration cost modules damage the ship more than the low cost modules. Then when the rigs are removed you can repair the ship for a few thousand or a few mil depending on if the ship is a cruiser, BC, HAC, BS etc. Maybe make a skill for "de-rigging" that reduces the damage done to the ship when the rigs are removed.
Just some thoughts. I dont like the fact that when rigs hit TQ that I get one chance to find the combination of rigs that best achieves what I am trying to accomplish with my ship. Plus reprocessing isn't even an option for rigged HACs. What if you think you have an awesome rig setup, you rig up your HAC or command ship, and it ends up not working at all like you imagined...you'll just have to live with a crappy rig? Not cool IMO. ---------------------
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Saria Mysdrial
Amarr Daedalus Technologies
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Posted - 2006.11.18 21:46:00 -
[9]
Edited by: Saria Mysdrial on 18/11/2006 21:49:38 Yeah, I have to admit I'm a bit worried about the idea of rigs being permanently installed on a ship. They were touted as "implants for ships", and implants are removable, albeit with the destruction of the implant itself. For small throwaway ships, it's not such a big deal, but the more expensive the ship, the more of an impact putting the wrong rigs in is.
Make them destroyed when they're removed, okay. It's not like rigs are expected to be cheap, are they? So that's a big enough penalty...don't make my 300mill-a-pop HAC useless/inferior now that I made a mistake with the rig I put in....
EDIT: Oh, and wait. This means I can't RESELL the ship once I'm done with it, too...as I'm sure I can't repackage it with the rig IN it. This is a MASSIVE change to the way ships and ship value works....it suddenly creates a "used ship" market that will drastically change the economic realities of ships. Maybe this is wanted, but...it's a pretty big impact.
Sad, but true. |

Gor Kraon
Minmatar Shadowclan
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Posted - 2006.11.18 21:47:00 -
[10]
Edited by: Gor Kraon on 18/11/2006 21:48:53 I'd be happy to just destroy the rig so i can fit something else without voiding insurance. I understand that rigs shouldn't be swap-able like modules though, thats fine.
I believe you can repackage your ship to destroy all rigs on it... not sure.
Hope we can see calibration points soon.
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Xoduse
Beasts of Burden Veritas Immortalis
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Posted - 2006.11.18 22:11:00 -
[11]
Edited by: Xoduse on 18/11/2006 22:13:16 Edited by: Xoduse on 18/11/2006 22:12:31 OK I just jumped on SiSi to test whether or not repackaging the ship will remove the Rigs. It does, and when you click repackage it gives an "Are you sure?" message informing you that repackaging the ship will waste the upgrades (rigs).
The problem is that the "Are you sure?" message given when the rigs are installed says: "Fitting this rig to the ship will leave the rig in place permanently, until the ship gets destroyed or reprocessed. Do you want to continue?"
This message doesnt tell the player that the rigs may be removed through repackaging as well. The message should read something along the lines of: "Fitting this rig to the ship will leave the rig in place permanently, until the ship gets destroyed, reprocessed, or repackaged. Do you want to continue?"
But its a great relief that the rigs can be removed thru repackaging. Good job CCP.
BTW thx Gor for the helpful repackaging hint. ---------------------
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Saria Mysdrial
Amarr Daedalus Technologies
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Posted - 2006.11.18 22:14:00 -
[12]
It is great relief. I'd still prefer to be able to choose a specific rig to destroy/remove...but this at least lets you play around with riggings w/o permanently devaluing a ship. :)
Sad, but true. |

Xoduse
Beasts of Burden Veritas Immortalis
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Posted - 2006.11.18 22:37:00 -
[13]
Originally by: Saria Mysdrial It is great relief. I'd still prefer to be able to choose a specific rig to destroy/remove...but this at least lets you play around with riggings w/o permanently devaluing a ship. :)
Same here, i too think ideally the rigs should act exactly like implants. Unplug one and its destroyed. ---------------------
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Brazero
Amarr Noble House
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Posted - 2006.11.19 00:40:00 -
[14]
Rigs can be removed. Right click the ship and you will see a new menu option:Rigs
Point on the rigs and you get another two options: Show info, and remove rig.
Only active ship have these options. This was implemented 2 days ago.
Quote: <tuxford> Ah yes the Amarrians. Now bear with me apparantly I don't play Amarr or have ever heard of them, I read it on the forums.
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murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.11.19 00:58:00 -
[15]
the calibration points are bugged. Example: Megathron has 300 calibration points (CP), I checked this using the 'compare' feature. So I know fore *sure* that it has 300 CP. I still can't fit 300 points worth of rigs.
Because I said so...
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Cryten Jones
Gallente Imperium Technologies Firmus Ixion
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Posted - 2006.11.20 14:07:00 -
[16]
Originally by: Brazero Rigs can be removed. Right click the ship and you will see a new menu option:Rigs
Point on the rigs and you get another two options: Show info, and remove rig.
Only active ship have these options. This was implemented 2 days ago.
Personaly I hope that this means that the Rigs are going to survive a 'repack'. It seems stupid that because I have upgraded my ship that I now have to fly that ship everyhere rather than book space on a freighter!
Also, surley if the rigs can survive a repack you would be able to sell modded ships allowing for a new buisness of 'ship modding' to be created.
-CJ
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Dark NovaWolf
Amarr A Astroid Belt
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Posted - 2006.11.20 19:13:00 -
[17]
I would be happy with the rigs first if they set the calibration points up correctly. In other words if a ship has 200 calibration points you should be able to put on 2-100 calibration point modules. The way it is now it is like a ship with 300 calibration points really has 299, so you can not use 3-100 cal rigs, just 2-100 cal rigs and 1-75 cal rig. Second I agree with the idea of putting a manual removal option in for the rigs I also agree with the rig being destroyed in the removal. I really like the idea of being able to put the rig in and it is permanet, even if repacked. This then creates a new ship building market where you can get a specific type of ship from a manufacturer or order a custom rig setup. We should not lose the rigs because of repackaging a ship. This kills the idea of getting people out into 0.0 because most of them have their ships freighted out. |
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