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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Madridista wrote: 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. It would be 50% but yeah, good idea there. _________________ 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 4:06 pm |
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Member
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Rank: Peon Main: Dindu Nuffin Level: 3522 Joined: Mon Mar 14, 2011 4:44 pm Posts: 2156 Location: Californication |
If every item is rolled individually then it would take the same amount of times to loose all your items. Thus making your hull loss chance 25%. Its the same thing, but now your able to loose some items at diffrent rates than others. Personally, this makes no sense to me. I will just repair all items every time I get the chance, and never loose anything? In my eyes, this system makes it so there is absolutely no loss in the occurrence of death. Unless im missing somthing, it only costs me about 30-50k to repair my items after every time I die, which is negligible. I mean I am all for it. lol no more 100m per gg, woop woop. - Paxx _________________ Death to Pirates! http://img850.imageshack.us/img850/2103/mutes.jpg |
Mon Nov 14, 2011 4:09 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
paxiprime wrote: If every item is rolled individually then it would take the same amount of times to loose all your items. Thus making your hull loss chance 25%. Its the same thing, but now your able to loose some items at diffrent rates than others. Personally, this makes no sense to me. I will just repair all items every time I get the chance, and never loose anything? In my eyes, this system makes it so there is absolutely no loss in the occurrence of death. Unless im missing somthing, it only costs me about 30-50k to repair my items after every time I die, which is negligible. I mean I am all for it. lol no more 100m per gg, woop woop. - Paxx You don't get it; you will NEVER lose items in the new (current) system. The worst that will happen is they will degrade to 10% of their functionality, once their durability drops to 10%. I would expect to see a number of items have their values updated to increase the cost of death, but it's already well over the cost of a GG 21 if you kit out with all upgraded Olympus gear. Anyway, back to Crazy Glue. The most natural analogue would be for it to give each piece of gear a 2% chance per level of not losing durability upon death. Variations on that should still preserve the basic idea that the expected cost of each death is lowered. _________________ 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 6:11 pm |
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Team:
Rank: Director Main: Casillas Level: 6 Joined: Sat Nov 12, 2011 7:03 pm Posts: 706 |
Also Paxx, I think once the system is established and Scraps are available to buy/sell at AI bases, it will be more lucrative to scoop the scraps from a kill (from a typical end game setup Jey indicated you'd get at least 200-300m maybe more worth of scraps per kill), rather than 100-125m from one gear glue.
And enk I used 1% per level as I thought 2% per level would be too high, but whatever value, it is the most natural progression from CG. _________________ Giovani dos Santos ... Olé! |
Mon Nov 14, 2011 6:22 pm |
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Member
Team:
Rank: Peon Main: Dindu Nuffin Level: 3522 Joined: Mon Mar 14, 2011 4:44 pm Posts: 2156 Location: Californication |
I am running a t20 setup, and right now im only paying a few thousand creds to repair my items.
I scooped some of my scraps with my shm after death and sold them to ai base, and they were only worth about 4k-5k each. I am still confused Lol. But yeah in reguards to the CG 25 (which I have), i would like to see the durability of my items go up 50% as well. - Paxx _________________ Death to Pirates! http://img850.imageshack.us/img850/2103/mutes.jpg |
Mon Nov 14, 2011 7:06 pm |
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Site Admin / Dev Team
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Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
I suppose CG could give you a chance that your repair items stay on your ship rather than popping out. But that would really only help you in PvP situations.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Tue Nov 15, 2011 12:29 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
JeffL wrote: I suppose CG could give you a chance that your repair items stay on your ship rather than popping out. But that would really only help you in PvP situations. I was thinking that the repair items would only be generated and pop out when gear was damaged, and each item would have a chance of avoiding damage with the CG skill. _________________ 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 |
Tue Nov 15, 2011 12:36 am |
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Team:
Rank: Director Main: Casillas Level: 6 Joined: Sat Nov 12, 2011 7:03 pm Posts: 706 |
Sounds good.
_________________ Giovani dos Santos ... Olé! |
Tue Nov 15, 2011 12:40 am |
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Team:
Rank: Main: the speed of dark Level: 2833 Joined: Sun Nov 05, 2006 12:42 am Posts: 707 Location: University of Texas at Austin |
JeffL wrote: I suppose CG could give you a chance that your repair items stay on your ship rather than popping out. But that would really only help you in PvP situations. Then there could be a different system for when killed by a player, but if you lose 50m worth of repair items to ai it's still losing 50m isn't it? If not, then the system for AI could be that you lose less durability _________________ |
Tue Nov 15, 2011 1:33 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
You don't need two systems. Whenever you die, each equipped item has a chance of losing durability based on your CG skill (50% when maxed if the system is completely analogous). You drop repair debris based on how much durability you lost. That's it.
_________________ 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 |
Tue Nov 15, 2011 1:47 am |
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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 |
JeffL wrote: I suppose CG could give you a chance that your repair items stay on your ship rather than popping out. But that would really only help you in PvP situations. I'm confused now, is there a topic fully explaining what this new system does cause I was under the intention nothing drops any more. Also thank you for the free week. _________________ Fibre broadband in my brainzz! |
Tue Nov 15, 2011 9:04 am |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
Gear won't drop, but if you die, your gear has a chance to lose durability. If your gear loses durability, you will drop scraps proportional to the amount of durability you lost. Not at a 1:1 ratio, but it scales with item rarity.
_________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Tue Nov 15, 2011 10:10 am |
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Member
Team:
Rank: Peon Main: Dindu Nuffin Level: 3522 Joined: Mon Mar 14, 2011 4:44 pm Posts: 2156 Location: Californication |
So then when your item has 0% durability, you cant use it? or it drops?
Is there a difference in dps if your weapon has 75% durability over 100% durability? CG should give your items resistance to "damage" essentially if this is the case. Still confused on why this matters. - Paxx _________________ Death to Pirates! http://img850.imageshack.us/img850/2103/mutes.jpg |
Tue Nov 15, 2011 10:25 am |
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Team:
Rank: Officer Main: Discharge Level: 2691 Joined: Tue Dec 22, 2009 7:28 am Posts: 1922 |
Something came to my mind. Does the new system only apply to equipped items? In this case, does that mean Gunner and FC can continue to use fighters/missiles without having them being affected by this system?
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Tue Nov 15, 2011 11:33 am |
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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
i expect the launcher will be damaged rather than the missiles/fighters idk
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Tue Nov 15, 2011 1:16 pm |
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