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Post 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.

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Thu Nov 17, 2011 7:35 pm
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Post 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.

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Thu Nov 17, 2011 8:39 pm
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Post 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?

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Jey123456 wrote: That will happen in a future closer than most futures.
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bageese wrote:
We've been against saying any solid dates until we know for sure when something is coming in.
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Thu Nov 17, 2011 8:52 pm
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Post 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.

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Last edited by anilv on Thu Nov 17, 2011 9:08 pm, edited 2 times in total.

Thu Nov 17, 2011 9:06 pm
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Post Re: Item Durability Brainstorm
weapons, shields, energy, engines, scoops, tractors, radars, cloaks, and warp devices

my capacitor doesnt.

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Thu Nov 17, 2011 9:07 pm
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Post 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.

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Jey123456 wrote: That will happen in a future closer than most futures.
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Idaten.
bageese wrote:
We've been against saying any solid dates until we know for sure when something is coming in.
:lol:


Thu Nov 17, 2011 9:10 pm
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Post 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.

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Thu Nov 17, 2011 9:16 pm
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Post 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

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Thu Nov 17, 2011 9:20 pm
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Post 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.

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Thu Nov 17, 2011 9:22 pm
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Post 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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Thu Nov 17, 2011 9:25 pm
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Post Re: Item Durability Brainstorm
Rare. But possible.

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Jey123456 wrote: That will happen in a future closer than most futures.
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Idaten.
bageese wrote:
We've been against saying any solid dates until we know for sure when something is coming in.
:lol:


Thu Nov 17, 2011 9:25 pm
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Post 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.

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http://www.starsonata.com/features


Thu Nov 17, 2011 9:30 pm
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Post 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.

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Jey123456 wrote: That will happen in a future closer than most futures.
No Context.
Idaten.
bageese wrote:
We've been against saying any solid dates until we know for sure when something is coming in.
:lol:


Thu Nov 17, 2011 9:36 pm
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Post 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


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Thu Nov 17, 2011 9:40 pm
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Post 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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