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Team:
Rank: Main: Chemo Level: 3621 Joined: Wed Dec 09, 2009 10:23 am Posts: 1341 |
Change Crazy Glue to "Hull Integrity"
Currently when you die you take 5% damage to items on your ship, maxed this should bring it down to 2 - 3% (elimination of chance to fail also). _________________ Never™ |
Sun Nov 13, 2011 11:20 am |
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Team:
Rank: Officer Main: Discharge Level: 2691 Joined: Tue Dec 22, 2009 7:28 am Posts: 1922 |
Yes please.
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Sun Nov 13, 2011 11:30 am |
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Team:
Rank: Main: Lord Runningclam Level: 4185 Joined: Mon Jan 14, 2008 11:55 am Posts: 254 |
yes I like this a lot - I don't like the idea of an expensive skill simply being nullified - also, please consider upping the buy-back price at AI bases to 100% of the cost of Gear Glue - that way everyone can simply sell their current stocks of GG for the creds they spent on them.
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Sun Nov 13, 2011 12:25 pm |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
This was already being done with slightly different stats.
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Sun Nov 13, 2011 12:28 pm |
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Team:
Rank: Councilor Main: The Voomy One Level: 1337 Joined: Thu Jun 29, 2006 12:06 am Posts: 4137 |
The idea is to rename Crazy Glue and have it affect repairs somehow, how exactly remains to be seen.
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Mon Nov 14, 2011 2:49 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Either it should reduce the cost to repair or reduce the damage you take, which also reduces the cost to repair, but means to can die more before you start losing stats on your items. I'm not really sure which would be better. I kind of feel like the second would be too powerful.
Maybe an interesting compromise could be that the skill allows your items to take more damage before they lose stats so you can die more often, but it doesn't save you on the repair cost. If that was the case, we could make the effect a lot more powerful rather than just a couple percent. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Mon Nov 14, 2011 3:00 am |
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Team:
Rank: Operator Main: Diabolus Level: 2300 Joined: Wed Feb 13, 2008 9:25 am Posts: 3240 Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer |
Reducing the damage you take.
_________________ This is not the signature you're looking for. Fear me, I'm a dev. |
Mon Nov 14, 2011 3:42 am |
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Main: VIP-Shm
Level: 25 Joined: Tue May 03, 2011 11:52 am Posts: 282 |
Reducing cost would be better becouse at the moment it still takes 20 death before items drop
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Mon Nov 14, 2011 3:55 am |
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Main: Goz
Level: 1564 Joined: Sat Dec 17, 2005 9:39 pm Posts: 83 Location: Eredar US, Gozmatic (Horde) |
I think we should lose 10% durability per death, Crazy Glue (renamed to Hull Integrity) should have a chance to take 0% damage (just like before).
Also, in my gear, repairs are 5k a death. 5k.... Should be 5m at least. Deaths should cap out at 100m each at that. _________________ 2nd place is just another way to say 1st loser. |
Mon Nov 14, 2011 4:23 am |
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Team:
Rank: Officer Main: Dark Phantom Level: 4762 Joined: Sat Dec 29, 2007 8:24 pm Posts: 1892 Location: In Phatnoms world |
This place seems good a place as any to say: Change repair commods to 0 size
_________________ [CENTER][URL=http://www.nodiatis.com/personality.htm][IMG]http://www.nodiatis.com/pub/19.jpg[/IMG][/URL][/CENTER] |
Mon Nov 14, 2011 9:18 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Whatever Crazy Glue ends up doing, it should reduce the number of debris that a hostile PvPer can scoop from your stasised ship. The skill has always been extra important in PvP and should stay that way.
Although your other idea is interesting (more damage until stats drop), it is not really in the spirit of CG. The original skill did one thing: reduce the expected cost of death by 50%. That is useful every time you die, while your suggestion would only be useful in the rare case where you die more than 20 times before being able to get your hands on some repair parts or dock at an AI base. I'm open to revising the skill for sure, but I do think that whatever else it does, it should reduce the expected cost of a single death. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon Nov 14, 2011 12:12 pm |
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Team:
Rank: Officer Main: iArcea Level: 13267 Joined: Fri May 01, 2009 1:39 pm Posts: 1989 Location: Huddersfield, UK |
zhuang281 wrote: This place seems good a place as any to say: Change repair commods to 0 size /SIGNED /SIGNED /SIGNED /SIGNED !!!!! All hail DP <3 |
Mon Nov 14, 2011 12:33 pm |
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Team:
Rank: Main: Chemo Level: 3621 Joined: Wed Dec 09, 2009 10:23 am Posts: 1341 |
How about when maxed 50% chance to not take gear damage. Either way we need some way to reduce the cost associated with death and prolong our time in the field.
Enk, my original suggestion to just 1/2 the damage taken would have also reduced the amount it would cost to repair after like 4 deaths compared to without the skill. _________________ Never™ |
Mon Nov 14, 2011 1:18 pm |
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Team:
Rank: Officer Main: Pure Evil Level: 5292 Joined: Fri Dec 31, 2004 7:20 am Posts: 1595 Location: UK > Wales > Bin+ computer with boardband :p |
put the old system back in!
_________________ Fibre broadband in my brainzz! |
Mon Nov 14, 2011 1:34 pm |
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Team:
Rank: Director Main: Casillas Level: 6 Joined: Sat Nov 12, 2011 7:03 pm Posts: 706 |
What about each level adds a percentage chance not to take damage per piece of gear? So it rolls individually on each item to see if it takes damage or not.
So being podded with level 25 = - equipped item 1 (25% chance to avoid damage) - equipped item 2 (25% chance to avoid damage) - equipped item 3 (25% chance to avoid damage) Each item is rolled individually and the damage applied/saved. _________________ Giovani dos Santos ... Olé! |
Mon Nov 14, 2011 3:57 pm |
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