Reverse Engineering's a bit of a complex process, one
that tends to raise a lot of questions here, and while most of this
information can be found in any shipwright FAQ and elsewhere on
internet, this guide try to collect enough info for pilots or for a
experimented SW. I am trying to merge and summarize all my shipwright,
pilot and looting experience.
1.- Space Reverse
Engineering definition.
Reverse Engineering
(REing) is a process wich combine multiple loot components to create a
single, but superior component. To RE an item, you'll need:
• First a number of
components equal to their RE level: so 6 level 6 engines, 4 level 4
capacitors, 10 level 10 blasters, etc. There are some rare exceptions to
this explained in the next paragraph.
• Second a Ship analisys component tool (if
you are a Shipwright), or a Shipwright.
There are a number of
loot items whose certification level differs from their RE level. Becasu
of that the SW must be sure that, when assembling the parts, he is sure
all the RE levels match. Some Notable items where the cert and RE levels
differ, for example, a level 10 capacitor with RE level 5. There are
plenty of others.).
In any case and for
looting purposes the only thing that matters is that the RE level of
each part is the same.
2.- The RE process under
Shipwrights point of view.
2.1.- Shipwrights:
Skills And Tools Needed To RE
Most of players don't
need to worry about how to physically combine the parts, but a good
pilot may know quite well this process in oder to understand how to
drive his loot runs, but if you're a shipwright, the process is simple:
build a Component Analysis Tool, drop the parts you wish to RE into the
tool, and select the Analyze Component option from the radial menu.
Resource quality won't matter in the REing results, all it does is give
you more charges on the tool.
Master shipwright
(Master Structure Trader after NGE) can RE any looted ship part but
Novice Structures Trader can only RE level 1 components. Master
shipwright gives +1 to all REing stats, for a total of +10 to all
components, allowing you to RE up through the highest level of loot
available in the game.
Shipwright skills
won't affect the outcome in any way, all they do is determine how high a
level of loot you can RE. A novice shipwright will RE the level 1 parts
he can handle every bit as well as a master, with the exception, maybe,
about the previous experience in this process.
2.2.- Reed parts vs
Crafted: An Example Of An RE Job
The RE process have
three great advantages:
a) When combining the parts, the best stat
from each category will be used in the final product. With carefully
selected loot, this can result in some remarkable components.
b) In many cases the global part stats will be
better, in average, than most of the crafted parts. This is because
during the crafting process a Shipwright can only concentrate his
experimentation bonuses in certain stats but the RE process can combine
rare and really good stats from the parts used in the process.
c) The Shipwright has absolute control over
the process and this not depends of facts such us:
- the quality of the
resources and its plannetary availability.
- The experimentation points,
- Buffs, clothes and other complements.
- Lucky during experimentation (The experiment
can be a failure, a great or an amazing success).
In opposite, the RE
process has another three serious inconveniences, of course:
a) The looting average
time can be, and usually is, really long and hard . If you are thinking
on a quick or easy looting process, the RE is not your way.
b) Good parts for RE availability in market is
close to zero or extremelly expensive. Everybody keep the level 6 to 10
ship parts for them or ofr their own projects (Junk included).
c) Certain parts (like level 8 weapons, level
10 engines or RTZ reactors) have a very low drop rate.
Consequently, be ready
for a hard job if you loot by yourself, take your time and you will get
a superuberstuffed vessel ready for combat.
The next paragraphs
will show an example of an simple and easy RE process, step bu step
Step 1: you have the
ready parts for the process.
Let's say you have looted and you're REing 3
level 3 nice reactors, such us Rea1, Rea2 and Rea3 with the following
stats:
Reactor 1 Reactor 2, Reactor 3,
Armor 171.4 172.9 177.38
HP 171.4 172.9 177.38
Energy 13079.0 10230.0 12597.0
Mass 3160.6 3350.2 2605.80
Once u execute the
process, the end product will take the best available stat from the RE'd
components, so here it will use the mass (2605.80), Armor and HP
(177.38) from Rea• and energy (13079.0) from Rea1 as the basis for a
final product, ignoring in the proccess the Rea2 which is usefull as
filled in this project:
To end the process,
just choose a name for ur final product and That is.
You finally have RE’ed
your first part, and the output should be as follows ( a nice and medium
to high energy generation rate reactor with a very low mass):
This could be a good
reactor for a JSF or RGI
2.3.- REing Bonuses
These stats are not
yet accurate, however, as REing also adds a percentage-based bonus to
the final product which will boost each stat by a number determined by
the RE level of the components. This bonus is as follows:
Level 1 components:
+1% 2-3: 2%
4-5: 3%
6-7: 4%
8-9: 5%
10: 6%
The REing bonus will
always improve a stat as appropriate--i.e., it will decrease mass by the
given percent, increase damage, increase recharge rates, decrease
command times on droid interfaces, etc. (The one exception to this is
that the reactor drain stat doesn't get the % bonus. It will give you
the lowest drain among the assembled parts, and then claim to decrease
it by the given %, but I've tested this out and it's a bug in the
system. UPDATE: This bug has been fixed as of publish 24.) So, in the
example above, Capacitor C's final stats will be as follows:
Mass: 1176 (1200*0.98)
Reactor Drain: 784 (800*0.98)
Recharge Rate: 35.7 (35*1.02)
Stored Energy: 918 (900*1.02)
(You'll note the
formula for stats that see their numbers reduced--mass, energy drain,
droid command speed, refire, etc.--goes as follows: "best stat*(100% -
bonus %)" This is slightly different from how I had it listed earlier.)
The bonuses on a level
2 item may seem slight, but once you're REing high-level stuff, it will
really start to add up for some significant additions to your
components.
This is the underlying theory of REing and the
bare essentials of what a pilot would need to know. The next post will
get into more specifics and complex situations which could be valuable
for any serious REer, shipwright or pilot.
Message Edited by TomoRainer on 10-23-2005
02:25 AM
2.4.- Naming Your Components:
REing gives you the
option to name your final product as you see fit. After you run the
analysis, two windows will pop up. The first will show you the final
stats and % bonuses. The second will let you enter a permanent name for
the new item. You don't have to name the item; if you just hit okay, it
will default the name to that of the first item put into the tool. (More
on this in the next segment.) This one screen is your only chance to
name your item.
However, there is a naming filter that will
reject certain characters and words. It would be difficult to find or
list everything that's disallowed, but I do know it will not let you use
Arabic numerals (1, 2, 8, etc--but Roman numerals are fine), quotation
marks, or the names of the games' component manufacturers (Sienar,
MandalMotors, etc). It's a good bet profanity won't be let through,
though I admittedly haven't tried, and I know that at least some other
key Star Wars terms (such as Interceptor, probably things like Jabba and
Vader as well) aren't allowed, along with whatever other seemingly
arbitrary subjects it's been decided to block. If your name has anything
the filter doesn't like, it will be rejected and your component will be
given the name of the first item in the tool with no chance to try a
second name. UPDATE: This was changed a few publishes ago. You should
now be able to try another name if your first one is rejected by the
naming filter.
Some pilots and, if you run a big REing
business, yourself, may be interested in insuring they get the name they
want. If so, here's a trick taught me by Adonis of Starsider: get a
level 1 item, RE it, and attempt to give it the name you want for your
special component. If it lets the name go through, great, you can use it
on that pre-nerf engine or level 10 blaster; if it rejects it, get
another level 1 item and try another name. Repeat until you get an
acceptable result, then apply it to the item you care about.
2.5.- Appearance
And Weapon Effects:
The main draw of REing
is to improve the stats on an item, but you can also use it to change
the item's appearance on your ship. Boosters and engines have two
different appearances, and when it comes to weapons, there are a dozen
or more different looks, both for the weapon itself and for the
projectile it fires. When REing, you can influence the appearance of the
final product.
This requires knowing what each loot component
looks like when placed in or fired from your ship. With boosters,
engines, and the physical weapon, this can be done by loading them into
your ship and seeing how it looks on the manage screen. With weapon
effects--what kind of projectile it fires--you'll have to load in the
weapon, launch into space, and fire it a few times to see what comes
out.
Once you've done this, it's relatively simple
to choose from among all the available graphics: all you have to do is
put the item whose graphic you wish to preserve in the tool first. If
that QV-5 Disruptor that fires the blue lasers is the effect you want,
for instance, make sure the first thing you put in the analyzer is that
QV-5.
It's a good idea to have the analyzer tool's
window open when you're dragging components inside. Depending on how you
have your UI set up, it can be reorganized if the window's closed, and
as such the component you put in first may not stay first. If you keep
the tool window open at all times, you can insure the first item stays
put and gives you the effect you're going for.
Adonis and I have
compiled a fairly comprehensive list of loot weapons and their effects.
I'll include a link to it in the final post in this series.
2.6.- Re-Reverse
Engineering:
An item may only be RE'd once. After you've
RE'd it, it will lose its RE level, preventing you from attempting to do
so again.
2.7.- When Certification And RE Levels Differ:
The certification
level of the first component in the tool will be used to determine the
final product's cert level. Thanks to Sar-larid for the confirmation. As
he notes, you're probably going to want to use the lowest-level cert
item for this, as I can't think of a case where you'd want to restrict
yourself from using an item at the lowest possible level.
2.8.- How to get KSE
Firespray Disks:
For some shipwrights,
these are the big draw of REing. Personally I think Firesprays are a
major hassle, and as a long-time smuggler I've had a lifetime's worth of
experience with apparently random systems and the deviously intricate
systems clever players try to impose on them, but much as I'd like to
leave out this discussion, I can't neglect it and expect to have a full
REing guide.
To get a KSE Firespray, you need a Firespray
schematic. To get a Firespray schematic, you need 8 different disk
fragments. To get a disk fragment, you need to RE like crazy. It's a
random drop and a disk seems to appear from roughly every 100-300 RE
jobs, and from what I've gathered, that doesn't mean the number of items
input to be RE'd, but the total number output from it--which is to say
that you'll need to have 100-300 RE'd components sitting in your
inventory before you're likely to have a disk.
Is that to say that
you're just as likely to get a disk from REing a level 1 item as you are
REing a set of level 10s? Yeah, I think so. But I'm not sure and I don't
care quite enough for the massive research that would require. Another
theory states that having Kuat parts in your RE jobs increases the
chance of a disk drop. I doubt this, but if you happen to think it's
true, don't let me dissuade you from testing it out, I don't have much
proof besides personal experience and Occam's Razor, and the knowledge
you'd provide the community would be much welcomed. It may well be there
are hidden patterns to the system that are worth investigating. But
these things would take thousands of carefully recorded experiments to
provide evidence either way, so until someone does that (or a dev
confirms it), I figure it's still up in the air--but safest to assume
it's completely random.
Once you have all 8
disks (numbers 1-8--and there seems to be some strange system whereby a
given player, or possibly server, gets more of one disk than another;
I've had like 15 disks, for instance, and 4 of them have been #5, and
I've read about similar cases with other people, but on the other hand
the sample size is so small it's hard to tell, and we're right back into
arguments akin to the randomness of slicing--but I digress)--once you
have all 8 disks, you stick them in your RE tool and analyze away. This
will give you a limited-use Firespray schematic, with between 3-6 uses
at random. At 50% experimentation, a Firespray will have 210K mass; you
might want to shoot for 211.5-213K.
When you get a disk,
you'll see a system message right after you hit the "Analyze" option.
It'll say "You found an odd item inside one of the components!"
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