![](images/index_07.gif) |
![](guide/header1stship.jpg)
Ok, so you loaded JTL, now what? Well, when loaded you should have seen a screen
pop up asking you what flag you wanted to fly under:
Imperial, Freelance, or
Rebel. You choose a city and no matter where
you are it takes you straight to that city with a nice little path to the
trainer. The trainer gives you a starter ship and a mission, and you head off to
the starport and choose "Launch into space". You're flying around when these
three Black Sun pilots pop out of no where and start chasing you. No, these
aren't the mission guys, as they will be in a red box and use little piloting
skills. You target one but the other two just waste you from the back and you
realize pretty quickly; this ship sucks. I need a new ship.
Now we are up to date. Not everyone was able to play beta so not everyone knows
what to look for when assembling a ship. Well the good news is that your starter
ship is the easiest ship you will ever have to outfit. The bad news is it will
still sucks when compared to higher end competition if not properly outfitted,
and in this case I mean tier 2 enemies. SO, what do you need, and what should
you look for? Well, I am glad you asked. The first thing you need to do is find
a Master Shipwright who can fill a personal
order for you or shop the Bazaar for the
parts you need, there are plenty of parts available (you will have to travel
though)
Now you're saying, "Ok, so what is all this stuff?" Well, keep your shirt on and
we will tell you.
![](guide/1stship14.jpg) |
This is the foundation of your ship. DO NOT SKIMP ON THIS
PART. How well you shop this item will determine how good your ships can be.
For a starter ship this number should be well into the 11,000s. There is a wide
variety of ships available at this level, as well as any other level, so I will
not go into name details. The way this works is you buy a "blueprint" from a
Shipwright (as well as the other things that were/will be mentioned), then go to
your local starport and find the chassis salesman. He will search your inventory
for a blueprint and quote you a price (10k credits for a starter chassis). After
you pay, you will receive a deed for that ship. Unpack it, go to a ship
terminal, and choose the option to manage your ship components. Each category
you have an item for will have a little yellow box next to it. Click on the box,
select the item you wish to load, and choose load on the top, middle screen. Do
this for every item you have to put in your ship. At the bottom you will see
your chassis size (again, should be over 11k) and, after you load your reactor,
your energy allowance. If after you load up one of these numbers is red, you
need to talk to a Shipwright about replacing an item with something that will
fit. Be VERY descriptive in what you need (i.e. I am 200 over on energy, what is
the best way to lower my energy without sacrificing performance? -or- These are
the power levels/mass of the items I have... do you have anything better than
these?) |
![](guide/1stship15.jpg) |
The reactor core is what gives your ship power. The key stats
for this component are Power and Mass requirements. The power available needs to
be over 10500 to be considered of average quality. Anything thing less then this
means the builder is not using very good supplies. Once the power level is over
10500 all other experimentation should go to mass reduction. |
![](guide/1stship16.jpg) |
This is your key propulsion unit. Without it you don't go
anywhere. However, the level 1 engines are crap for speed. For instance, my
first engine gave me a top speed of 396. You don't get much more sucky than that
when having to travel 7km through space. What you are looking for here is an
engine in the 49.0 and up range. That is a great starter engine. After the
engine speed has been maxed, you want all other experimentation to go to mass
reduction, as the increased speed increases the mass of the ship (I could be
backwards here and it could be the energy consumption that increases... I don't
have my old charts from beta anymore, but I am sure someone will correct me and
then I will update this). |
![](guide/1stship17.jpg) |
This is your armor. Once your shields are gone this is what
gets hit. It is the last line of defense before your weapons, engines, chassis,
etc get damaged. There are two armor holes, a primary and secondary slot. Since
your shields are also going to suck big time, you need your armor up over 250
fore and aft (front and back for the nautically challenged) to help protect you
from that rear bogey fire, and the one that charges you just blasting away. The
armor enhancement will increase the mass of your ship, so all remaining
experimentation after the armor level needs to go into mass reduction. |
![](guide/1stship18.jpg) |
This is the primary defense system for your ship, and one of
the REALLY customizable parts once you find out what type of pilot you are. For
now we will start with a base of balanced shields in front and back. These
aren't very good right now, but they should be over 230 in front and back. The
mass reducer is not 100% necessary, but might be depending on the Chassis size
of your ship. Your shields should be the last component you buy for your ship to
find out what you can and cannot fit onto your vessel. |
![](guide/1stship19.jpg) |
This is what allows you to fire your guns and torpedoes. The
key stat here is recharge rate. The higher this is, the less total energy you
need it to hold. Ideally, you want this number over 20.0, but the 19s will do
because of what we are going to do to the blaster cannons. |
![](guide/1stship20.jpg) |
This is your main offensive weapon. As you can see, there are
three types, which will become important later. For right now, you want blaster
cannons because they are the most balanced damage type. The speed delimiter is
going to increase your refire rate (marginally to tell the truth.. it really
should be higher) while decreasing the energy required to fire by about half.
Basically, you will be recharging faster than you can fire so you will in
essence have unlimited ammunition. In Beta, I had my ship with dual cannons set
up with an Ion cannon for knocking out shields and a disruptor for knocking out
armor and the ability to fire indefinitely. I was taking down Tier 4 ships in a
tier 1 ship AFTER they changed the system. You, however, are in a starter ship,
so quit dreaming. |
Depending on the person you find, and the supplies they have, this configuration should work. You may
notice there is no booster and no torpedoes on this ship, and that is because they are
dispensable at
this time. They will come in handy later when you are ready for advanced tactics in a ship that can
actually PERFORM enhanced tactics. The content you will be flying against at first will not be able
to withstand your onslaught for very long with this ship. They can't really damage you, and even though
your weapons are crap for damage you never have to pause to recharge. This means their shields don't get
to regenerate. Now all that's left is for you to learn to fly...
Good luck, pilot...and may the force be with you.
Below are the other devices that you can add to your ship. Adding one of these
will mess up the configuration above but you should experiment and see what you
like.
![](guide/1stship21.jpg) |
This component will allow your R series droid or Flight
computer to communicate with your ship. It will let you adjust certain ship
components. Freelance Pilots will be able to adjust the Reactor and energy for
their ships. Imperial Pilots will be able to adjust their Weapons and Engines.
Alliance Pilots will be able to adjust their Shields. Right now the only ships
that can equip an astromech droid are the Z-95, X-Wing, and Y-Wing. |
![](guide/1stship22.jpg) |
Requires Launcher - Missile packs are the ammo that you need to load into your
ship before you launch into space. You can only load a certain missile pack into
a certain missile launcher. (i.e. Proton torpedoes can only be loaded into
proton launchers) |
![](guide/1stship23.jpg) |
Requires Launcher - Chaff packs are the counter measures that you need to load into your
ship before you launch into space. these will help keep you from getting
bombarded with missiles. |
![](guide/1stship24.jpg) |
This is self explanatory, equipping this will allow you to
launch counter measures. The key stat that you are looking for is the refire
rate. the lower the better. |
![](guide/1stship26.jpg) |
This is self explanatory as well, equipping this will allow you to
launch missiles. There are different launchers
that can only load a certain missile packs (i.e.
Proton torpedoes can only be loaded into proton launchers)
The key stat that you are looking for is the refire
rate. the lower the better. |
![](guide/1stship27.jpg) |
Boosters provide your ship with just that, a boost. It is
also the component that allows your ship to go into hyperspace.
The key stat that you are looking for is the
Acceleration and Top Booster Speed
rate. the higher the better. |
Guide Made by:
Mor-Dan
, Sunrunner
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