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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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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.
_________________
Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Thu Nov 17, 2011 7:35 pm |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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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.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Thu Nov 17, 2011 8:39 pm |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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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?
_________________
Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Thu Nov 17, 2011 8:52 pm |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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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.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
Last edited by anilv on Thu Nov 17, 2011 9:08 pm, edited 2 times in total.
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Thu Nov 17, 2011 9:06 pm |
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SimonV2
Team:
Main: Si's_Yes_Man
Level: 2266 Class:
Fleet Commander
Joined: Tue Apr 05, 2005 7:27 pm
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Re: Item Durability Brainstorm
weapons, shields, energy, engines, scoops, tractors, radars, cloaks, and warp devices
my capacitor doesnt.
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My User Page Join SS!
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Thu Nov 17, 2011 9:07 pm |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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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.
_________________
Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Thu Nov 17, 2011 9:10 pm |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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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.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Thu Nov 17, 2011 9:16 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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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
_________________ Preter is KOS!
http://img850.imageshack.us/img850/2103/mutes.jpg
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Thu Nov 17, 2011 9:20 pm |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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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.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Thu Nov 17, 2011 9:22 pm |
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ELITE
Team:
Main: Lemon
Level: 2187 Class:
Engineer
Joined: Wed Sep 29, 2010 10:14 pm
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Re: Item Durability Brainstorm
He said 75% TOTAL to ALL items. As in random %'s applied to all your items that would equal 75%.
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Teh Meo
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Thu Nov 17, 2011 9:25 pm |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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Re: Item Durability Brainstorm
Rare. But possible.
_________________
Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Thu Nov 17, 2011 9:25 pm |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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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.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Thu Nov 17, 2011 9:30 pm |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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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.
_________________
Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Thu Nov 17, 2011 9:36 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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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
_________________ Preter is KOS!
http://img850.imageshack.us/img850/2103/mutes.jpg
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Thu Nov 17, 2011 9:40 pm |
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zhuang281
Team:
Main: Dark Phantom
Level: 2387 Class:
Berserker
Joined: Sat Dec 29, 2007 8:24 pm Location: In Phatnoms world
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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?
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Thu Nov 17, 2011 10:34 pm |
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