Business And Economy Archive
Thread: Repairing of Items.
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Shadine
Sun Jan 30, 2005 12:26 pm
#1
This affects everything.
What I have been able to piece together from various posts & experience. Repairing of items if bojorked to say the least. I propose that Repairing take on a somewhat logical approach with equipment. Due to the Combat revamp, this will need to change with the times, and I hope that my suggestion will flow with what changes are currently being made.
A Mabari Chest piece is 15000/30000 meaning it's half broken. Would it not be feasible to make repair kits "Heal" a certain amount of damage?
With this in mind, you take your current set of repair kits. They max out at 100 points per use when crafted with perfect materials. This would then heal the armor up for 100 points. (if anyone used it.)
You then add onto it that an artisan would gain a "repair" multiplyer for his skills in a given field. Armor falling under Engineering would give a +1 for each box of engineering that a crafter had achieved and Master Artisan.
Armorsmiths in this example would obtain an additional +1 repair for Novice Armorsmith, Techniques I, Techniques II, Techniques III, Techniques IV, and Master Armorsmith
The Totals for the Master Artisan/ Master Armorsmith to fix the piece of armor would be 11(repair bonus) x 100(repair kit functionality) = 1100 points of repairing.
Now these numbers don't have to be the exact things the Dev's use, But you get a real good idea of what I'm talking about.
The down side: The piece of armor you are fixing would take damage to it's total health based on how much was fixed vs. how much total damage was on the item. (total damage)dividedby (amount healed) = % of total health lost.
This encourages regular repairs, but penalise people for not "keeping up" their equipment.
To Continue with the example:
The armorsmith repairs the chestpiece.
- Damage Repaired 1,100
- Total damage on armor 15,000
- 15000/1100 = 13.63%
Results :
- Armor health goes up to 16100
- Total armor health comes down 4089
Result: Mabari Chest piece is now 16100/25911
This may be a little extreme of an example, but it would be somewhat realistic. If the owner of the armor had sought out repairs sooner, the damage done to the total health would have been less severe.
Chestpiece 25000/30000
Armor damage / Repair = unrepairable damage
5000/ 1,100 = 4.54% (1362)
Chestpiece after repair 26,100 / 28,638
Message Edited by Shadine on 01-30-2005 10:44 AM
iacou
Mon Jan 31, 2005 3:09 pm
#2
I always wondered why we had "Fixers" in the game without a proper ability to fix anything. I guess its for the same reason we have Smugglers who never actually smuggle anything.
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