Question on new Post Limit ship building

patersmith66patersmith66 Posts: 503Member Intermediate
From what I read with the new "prince" changes, now we can make a G3 10/6?? instead of a G3 6/6 or 7/7
Q1 Is this the correct interpretation of what you can do with a ship now?

In the old version, we used to have G3 0/6, then add an additional mod slot to get G3 0/7 but 
this increased the level requirement by 5 levels.
Q2  Will adding extra mods (if they are unlimited) increase the ship level required by 5 levels each time?!? 
ie. can you mod a Cruise HIgh Clipper 3 times over normal limit and still sail it?
in the old version you would need to be level 90 adventure to sail such a ship.

Comments

  • SpooklesSpookles Posts: 287Member Intermediate
    What has changed with this patch as far as I know, and what I have seen so far:

    1:
    Anyone with R1 SB can now build any ship.
    Anyone with R1 SB can now mod any ship to its core limit (aka 0>8)
    Once you want to go past the core limit (aka 8+) you will need to have a higher rank SB (changes per ship)

    2.:
    Original skills used to be added by using certain materials in your mod plan.
    This is now altered, Original skills are now added by a new window. This way you can have a 0/8 ship with 2 original skills (unless it's increased by grading beforehand) and you can use the first 2 mods entirely however you want.

    As to answer your questions @Pater
    Q1: Yes that is correct.
    Q2: Incorrect, I'm not sure if you can still add mods to a ship at colony. However going past the core limit of a ship does not increase the ship levels.
  • LyonesseJosephLyonesseJoseph Posts: 637Member Intermediate
    Don't forget it will become more expensive as you mod your ships further.

    Hint: Don't ever use UWC FS parts for beyond limit of mods because if mod ends up fail then u won't able to get FS Parts back unless u're absolute confident that mod will be succeed.
  • LyonesseJosephLyonesseJoseph Posts: 637Member Intermediate
    Oh there is one more change that you don't need FS parts to build FS ships anymore.
  • CulvernCulvern Posts: 646Member Intermediate
    Actually if you use a UWC part you will have 100% success rate in overmods.
  • theedgedemontheedgedemon Posts: 237Member Trainee
    "Q2: Incorrect, I'm not sure if you can still add mods to a ship at colony. However going past the core limit of a ship does not increase the ship levels."

    you still can add the extra improves which raise level request, and you should since that means more upgrades before over mod rules apply.

    but over mod itself will not raise level any further.

    Desire spawns madness, madness collapses into disaster.
    mankind never learns...
  • WildDiscoveryWildDiscovery Posts: 21Member Beginner
    ¿Maybe incentive to mod non-end-game ships like Memorial Cruise Slooops &and Graduation Sambuks? :p
  • CulvernCulvern Posts: 646Member Intermediate
    In most cases it is not worth the money, parts, or ssips to mod low end ships. You will grow out of them so fast as you level up I would recommend you save your parts and money for better ships.
  • LyonesseJosephLyonesseJoseph Posts: 637Member Intermediate
    In most cases it is not worth the money, parts, or ssips to mod low end ships. You will grow out of them so fast as you level up I would recommend you save your parts and money for better ships

    I agreed. Not to mention that you will eventually max out ships ,so it does make sense for you to save high end ship parts for your best ship since high end ships tend to be expensive to mod.

    From what have I seen so far, there are pro and con for Custom SB.


    Pro

    You can mod beyond limit cap after you gain mods from paymaster @colony while ceiling stats goes up as well.

    All school ships will have 0/2 instead of 1/2 ,so u don't need to reset those ships anymore.

    Custom SB has 3 categories: Build [both FS and regular], Optional Skill, and Original Skill while optional skill can be reset for free.

    As for FS ships, you can pick hull ie Ghanjah Dhow normally goes with Cedar ,but you can pick Teak or Rosewood since Hormuz has them that's biggest plus for sber.

    You can build any ships at r1.

    Con

    Sbing is much expensive than before since you can mod beyond limit cap while cost will go up to 150m or so. Also, u will need load of SSIPs.

    FS ships are no longer to get free ship skills since Custom SB separates optional skill and just FS Hull that means price for FS ships are quite expensive if u want to buy ship with skill ie 3 SSIPs cost you 90m plus FS materials.

    Sbing rank will raise every time you mod your ships. Also, 70% success rate beyond limit cap everytime.

    At least, Custom SB are  positive for Sbers so far ,so Sbers can have fun with build ships than before ever.


  • dsmack1dsmack1 Posts: 29Member Beginner
    I don't know.  As an SB20 i don't really like these changes, but i'm old and don't like change so keep that in mind :) 

    I haven't seen a 100% chance on an overmod yet even using uwc parts like Culvern mentioned so I kinda would like that confirmed.  I'm kinda hoping he's right or the market for uwc parts just went down, why use 5b worth of uwc parts if you can just use fs and then overmod ...and if you use the uwc parts in the overmod and you can fail ...sheesh.

    byrdman
    IGN- Byrdman and Otherguy
  • CulvernCulvern Posts: 646Member Intermediate
    I have done a number of overmods with UWC parts and they have all bee at 100%. The price on UWC parts has gone crazy, parts like custom rope and Aug gunports have a purpose now and are very expensive now.
    The attempts without UWC parts have been at 60% and 40% success rate.
    At least they show you the rate before you commit so you can make that choice.
    dsmack1
  • DejanticDejantic Posts: 0Member Beginner
    Wait @culvern so as long as you’re using at least 1 NC FS part it’s just like a normal mod? When do the required SSIPs go up (if at all) and by how much? Thank you in advance to anyone who can answer
  • CulvernCulvern Posts: 646Member Intermediate
    Yes if you use at least one UWC part in the mod it acts as any normal mod. It shows you the % success rate on the lower right corner when adding the parts to the mod so you will know what rate you are at before you click the button.

    The ssips stay at 10 per mod.
    The price per mod is different for each ship.
    My LLM overmods were about 20m where my SRG mods were 150m each!
    Sigheru
  • carlalexcarlalex Posts: 187Member Trainee
    10 SSIP for every mod or the usual progression (3 - 6 -9 -10 -10 -10..... for large) ?
    Do we still get free mod when initially building the ship ?
    Does it cost SSIP to add skills ?
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