Architect Archive

Thread: Decay

AldaronTavish
Mon Nov 01, 2004 1:44 am
#27

Also hit points will determine when the ship goes BOOM. A ship with 2000 HP takes a 1000 damage shot will go boom in 2 shots, 1 with 1000 will go boom on the first shot.



Nirantani
Elder Smuggler

Kendrick Starwolf
Spy
Ahazi

Ixtli
Mon Nov 01, 2004 7:13 am
#28






ianricho wrote:

I don't think you guys are understanding what I mean.


Say you get destroyed or damaged pretty badly, you go to a space station and you ask them to repair you, with this whatever has been repaired loses 10% of its present hitpoints.


Losing 10% each repair means that the component or ship is useless after 43 or 44 repairs, can't remember which it is.


Therefore a components with 2000 hitpoints is no better than one with 1000.


So why would anyone ever experiment on hitpoints when making components or ships? its just a waste of exp points.


Hope that clears up what i'm trying to say.






Thank you for clarifying this, and sorry for the misunderstanding.



May the force be with you, always...

Ixtli
Master Doctor, Teras Kasi Master
Scuzel
Wed Nov 03, 2004 5:11 am
#29


CrazedSleepwalker wrote:
Chassis hitpoint is not that important in my opinions....1 hp and 1000 hp makes no difference...once your shield and armor is done, you are basically sitting duck due to system failures. 29 repairs or 36 repairs down to 50 hp is the same.
For the pilot in training, he should be able to get to the next chassis box within that 29 repairs anyway.





Isn't Chassis one of the things we take damage in? I've notice you can damage other systems and get them to 0%, yet not explode, yet when your chassis bites the dust, you go BOOOM regardless of your other systems.

I believe this to be the same logic with parts. Sure, they have roughly the same life-span during repair. But the more HPs you have, the more direct damage that system can take before it goes offline.

I am by no means a power leveler. But I have put in some good flight time recently. With the better pilot skills and ship chassis, I've been disabled a few times during missions yet I had the chassis HP to withstand a few more direct attacks that gave me enough time to vamp my system and get operational again. In the smaller and lower level ships, it seems you can't take one direct hit to a chassis.
WarNerve5776
Wed Nov 03, 2004 5:56 am
#30






Ixtli wrote:






ianricho wrote:

Hi all, if I understand correctly the way the decay system works is 10% of its present hitpoints, so it takes 43 or 44 repairs before stuff is bust. If this is the case whats the point in experimenting on hitpoints?


I apologise if I've got something wrong here.







You are fine and I think that I have a answer to your question.


In general all items in Star Wars Galaxies have a decay rate. The decay rate speed is dependent upon a numbe of factors. This may include:



  1. How often the item is used.

  2. The skill level of the crafter.

  3. Number or repairs.

  4. How well the item was crafted.

This also depends on what you are able to repair. For example; if you are repairing armor that is 9909/10000 HP and if you don't posess the skills to properly repair it. Then it may either not repair fully or fall apart.


I hope this has answered your question,


Message Edited by Ixtli on 10-31-2004 04:55 AM





You need no special skills to repair anything in this game. I always repair my own armor and weapons and almost never fail. The one time I let an armorsmith repair a few pieces for me(before I realised anyone can repair) he failed on all 3 pieces.



Baiyne
ArranSound
Mon May 23, 2005 7:58 am
#31

I'm trying to understand this after reading through the Pilot and SW forums.


Chassis decay. Why do we need to worry about this?


From whatI understand the chassis hit points only come into effect after your shields and armor are gone and after the sub-components have taken damage. So the chassis hit points only let you survive a little longer, when you are basically dead anyway. Therefore why shouldI worry about chassis decay? Even if it has decayed down to 20 points, it's still completely usable. What am I missing?


Component decay


Similarly, I've noticed that only the armor hit points decay. Again this only comes into effect after your shields and armor are gone. Why do we need to replace components then?


I'm sureI must be missing a key issue about how decay effects both chassis and components. All I can see is a small advantage that non-decayed weapons have in survivability after shields and armor are gone.






IGN : Arran / Gare
Vendor : (-900, 1948) 600m from Dant MO.
psikobunny
Mon May 23, 2005 9:06 am
#32

Since after shields and armor are gone, damage does not get apportioned equally, hit points on your chassis are quite important. Nothing worse than getting vaped completely even though all your systems are still good and you could be running and dodging those few extra seconds.


Second, there is performance degredation on components based on percentage of damage. It's quite possible to have a severely decayed reactor or gun take damage from the simple act of running an Overload, and have it be useless or take your entire ship offline.


Yes, technically you are correct, and these things may not matter, but practically speaking there is a downside. I still take the best possible care of my gear, so that I don't have to worry about it, nor will there be problems for me further down the road if the decay system ever changes.





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



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