Star Sonata http://www.starsonata.com/forum/ |
|
Item Durability Brainstorm http://www.starsonata.com/forum/viewtopic.php?f=104&t=48719 |
Page 1 of 3 |
Author: | Visorak [ Thu Nov 17, 2011 7:35 pm ] |
Post subject: | Item Durability Brainstorm |
So each time you die every item gets 5% damage. I suggest that all that damage is distributed randomly. So for 15 items, you get 75% total damage randomly applied to all items. If all of this damage ends up on your weapons by chance, you will have to retreat to repair. I figure that the chance of someone getting killed 10 times without repairing is really low. This way we might see items getting their stats halfed at 50% at least sometimes. Also, Name change Durability to Upkeep. |
Author: | anilv [ Thu Nov 17, 2011 8:39 pm ] |
Post subject: | Re: Item Durability Brainstorm |
Instead of a uniform distribution, I'd suggest a 10% chance or so of an item taking double damage. I don't like the idea of dying twice and having my shields reduced to 10% functionality. |
Author: | Visorak [ Thu Nov 17, 2011 8:52 pm ] |
Post subject: | Re: Item Durability Brainstorm |
The idea is to not have uniform distribution. Some items take 3% damage when others take 7% and 6%. The chances of all of that damage going to one item will be rare, but that's why scrap parts will become important to have with you. But maybe I underestimate how many items take damage... Do only weapons, shields, energy, and engines take damage? |
Author: | anilv [ Thu Nov 17, 2011 9:06 pm ] |
Post subject: | Re: Item Durability Brainstorm |
Weapons, shield, energy, engine, scoop, radar, cloak, tractor... can't recall any others at the moment. EDIT: orite, not capacitors. But yeah, see Simon's list. |
Author: | SimonV2 [ Thu Nov 17, 2011 9:07 pm ] |
Post subject: | Re: Item Durability Brainstorm |
weapons, shields, energy, engines, scoops, tractors, radars, cloaks, and warp devices my capacitor doesnt. |
Author: | Visorak [ Thu Nov 17, 2011 9:10 pm ] |
Post subject: | Re: Item Durability Brainstorm |
Perhaps we can have a maximum damage of 24% per death. It would take 3 deaths minimum to start losing stats. But again, you should take scraps with you like you have been taking GG for the last 4 years. |
Author: | anilv [ Thu Nov 17, 2011 9:16 pm ] |
Post subject: | Re: Item Durability Brainstorm |
In parallel to this suggestion: Quote: If we just "scrap" the scrap parts and replace them with credit drops of equal value, then everything works great. Let people repair on the fly using credits, for a premium, or dock at an AI base and repair for cheaper. This solves the two main problems, i.e. availability and size of scrap parts. If I am guaranteed the ability to repair on the fly (for a higher cost than when docked at an AI base), I would be more amenable to your original suggestion. But yeah, capping the damage to 24% would be a decent idea as well. |
Author: | paxiprime [ Thu Nov 17, 2011 9:20 pm ] |
Post subject: | Re: Item Durability Brainstorm |
enk what do you mean by dying twice and your sheilds are reduced to 10% functionality? Correct me if i'm wrong but your shields are only decrease in functionality after 50% durability - Paxx |
Author: | anilv [ Thu Nov 17, 2011 9:22 pm ] |
Post subject: | Re: Item Durability Brainstorm |
paxiprime wrote: enk what do you mean by dying twice and your sheilds are reduced to 10% functionality? Correct me if i'm wrong but your shields are only decrease in functionality after 50% durability - Paxx If Radia's original suggestion went in, it would be possible to take a 75% durability hit to your shields on your first death, and another 25% hit on the second death. |
Author: | ELITE [ Thu Nov 17, 2011 9:25 pm ] |
Post subject: | Re: Item Durability Brainstorm |
He said 75% TOTAL to ALL items. As in random %'s applied to all your items that would equal 75%. |
Author: | Visorak [ Thu Nov 17, 2011 9:25 pm ] |
Post subject: | Re: Item Durability Brainstorm |
Rare. But possible. |
Author: | anilv [ Thu Nov 17, 2011 9:30 pm ] |
Post subject: | Re: Item Durability Brainstorm |
Again, if they get rid of scraps and mediate the entire system through credits alone, then I would be willing to play along with this idea. However, allowing arbitrary distribution of damage would require either a reduction in the total amount of damage to gear, or a reduction in cost of repair, since you will have people having to repair on the fly more often and hence incurring a greater cost on average. If you limit the amount of damage to a given piece of gear to less than 25%, then this would be less of a factor. |
Author: | Visorak [ Thu Nov 17, 2011 9:36 pm ] |
Post subject: | Re: Item Durability Brainstorm |
I'm all for the 24% cap. I am also wondering if scrap parts should be to added at certain perma gals? Free market, brigands, blue photon, etc. Obviously, they would be a bit more expensive to buy them this way. |
Author: | paxiprime [ Thu Nov 17, 2011 9:40 pm ] |
Post subject: | Re: Item Durability Brainstorm |
I like the current system, why make it so complicated? and make CG 25 so each death only does 2.5% to each item every death. - Paxx |
Author: | zhuang281 [ Thu Nov 17, 2011 10:34 pm ] |
Post subject: | Re: Item Durability Brainstorm |
I can't rememeber properly, did admins say they will add scrap parts to AI bases or will it be only from PVP? |
Page 1 of 3 | All times are UTC - 5 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |