Artisan Archive

Thread: Vehicle Thought

onyonyony
Mon Jan 05, 2004 7:51 am
#1

I've yet to see this posted here, so here goes.


It's probably too late to change, but I'm very disappointed with the way vehicles were implimented. The decay over time is just lame. I understand that vehicles need some sort of maintenence charge, so why not use fuel?


I'm not saying eliminate vehicle ham, they should still be destructable by mobs.


It makes more sense. Instead of evaporating the creds, they go back into the player base. People would have more of a reason to sell power, and harvest it, thus meaning business for architects(at least at first). It would give artisan's something more to do, and provide novice artisans with another form of income, which they desperatly need. It would also be a lot more in line with the star wars universe, it would make a lot more sense in terms of vehicles and how they really work, and vehicles would be a much more viable mode of transportation.

Valerias
Mon Jan 05, 2004 8:36 am
#2

I actually kinda like that idea Maybe even have them use some kind of battery, almost like a droid battery or something.



Valerias Freecloud
Resource vendor: Naboo, Theed -6023 5595
onyonyony
Mon Jan 05, 2004 9:28 am
#3

Batteries wouldn't be so bad either, but I would perfer flat out fuel. Just the raw resource.
Valerias
Mon Jan 05, 2004 10:40 am
#4

Well how about a battery or fuel cell that used a raw resource to create? Say liquid petro or radioactive? That way an artisan has something else to create that may be in demand.



Valerias Freecloud
Resource vendor: Naboo, Theed -6023 5595
Oy_Cmere
Mon Jan 05, 2004 10:43 am
#5

Why not weapons as well, like ammo.


None of this bizarre blast away for days and never recharge or anything.


Might help get this bizarre economy sorted as well

Ceraphim
Mon Jan 05, 2004 11:03 am
#6

you guys really need to think this through....can you imagine the tediousness of buying, using and running out of ammo, fuel or batteries? It may be a bit more realistic, but there are already enough time sinks in the game....keep it simple.
Tmon
Mon Jan 05, 2004 12:06 pm
#7

I'm fairly certain that the goal of the devs was to use vehicle decay to create a money sink. If you could buy fuel or batteries from other players the money would remain in game and defeat the idea of a sink.
onyonyony
Mon Jan 05, 2004 2:38 pm
#8

"you guys really need to think this through....can you imagine the tediousness of buying, using and running out of ammo, fuel or batteries? It may be a bit more realistic, but there are already enough time sinks in the game....keep it simple."


I think a fuel system would be less tedious then the current system, which is annoying. That's the reason I don't like batteries, too much work. I would take that ANY DAY over the current system though.


"I'm fairly certain that the goal of the devs was to use vehicle decay to create a money sink. If you could buy fuel or batteries from other players the money would remain in game and defeat the idea of a sink."


Good point, but it actually would mostly go to a money sink, harvestors. For people harvesting their own fuel it would be 100% money sink. For people buying fuel it would go to resource dealers who could use the biz. It would also give people something to do.


I dunno about you, but I'm about ready to quit this game because of how insane the game is run. I just can't believe I have to have my vehicle fixed 5 times a day. One of my characters is a pure crafter... it is a chore as it stands, I thought I wouldn't have to run around as much with vehicles, but boy was I wrong, now every harv run I have to take a trip to the local garadge, sometimes 5 times per gaming session... it would almost be better to run!

Reavus
Tue Jan 06, 2004 8:52 am
#9

I agree that the current decay system is a bit extreme but this is meant to be a money sink so I would not be in favour of replacing it with another system. However; I do like your fuel suggestion (only through using the raw resource though - not batteries) and wouldn't mind it being added on top of the existing system.





Reavus Fain, Master Smuggler
onyonyony
Tue Jan 06, 2004 10:12 am
#10

Again, good point, but I don't see how fuel isn't a money sink. If the money is going to harvestors in the long run, it's a money sink... if both systems were implimented decay should be greatly reduced. The big problem I have with decay is the short amount of time even the toughest vehicles can be used before hitting the repair shop. But I'm not too happy about how little sense it makes either. Under this vehicle system luke's landspeeder would have been spouting flame by the time he reached mos eisly.

Tmon
Tue Jan 06, 2004 3:47 pm
#11

The reason fuel isn't a money sink (or at least not a very effective one) is that given a half way effcient harvester and a decent placement for it you can pull resources out of the ground for less than one credit per unit. Minimum selling price for something as in demand as fuel would probably be around 3 CPU. Thus your sink would only pull out around 1/3 of the credits paid into it.if people do missions to support their vehicle's fuel requirements the money supply will only increase. Vehicle decay pulls out 100% of the credits paid into it.Even if people are doing ten missions a night tokeep their vehicles maintained the money supply will not increase because of it. I do expect that the devs will be tweaking decay rates and maintenance costs as they get more data on the effects the current rates have on the money supply.
DarthIguana
Tue Jan 06, 2004 4:00 pm
#12



onyonyony wrote:

I've yet to see this posted here, so here goes.

It's probably too late to change, but I'm very disappointed with the way vehicles were implimented. The decay over time is just lame. I understand that vehicles need some sort of maintenence charge, so why not use fuel?

I'm not saying eliminate vehicle ham, they should still be destructable by mobs.

It makes more sense. Instead of evaporating the creds, they go back into the player base. People would have more of a reason to sell power, and harvest it, thus meaning business for architects(at least at first). It would give artisan's something more to do, and provide novice artisans with another form of income, which they desperatly need. It would also be a lot more in line with the star wars universe, it would make a lot more sense in terms of vehicles and how they really work, and vehicles would be a much more viable mode of transportation.






Vehical repair is supposed to be a money sink that lets some air out of the economy and prevents inflation. With your battery suggestion, all that happens is money gets moved around but not removed from play is it should be. Personally, I think there should be both fuel costs AND repair costs.

Chris



~ Liavuss Mekka of Chilastra ~
onyonyony
Fri Jan 09, 2004 9:18 am
#13

I guess removing the money from the game makes sense in a particular aspects, but IMHO, it's only becauase there are not enough things to spend money on. I would perfer fuel and repair to flat out repair as well, but repair much less often. For me, some people having too many credits is not sufficent reason to make vehicles as lame as they are.
Page 1 of 2
Previous Next