Commando Archive
Thread: Update on Death & Decay
Ok, after seeing TH's new update (and also sparking off a rather large topic in TC) i decided to test for myself death and decay in its true form as of 11/08/03:
-Decay Rate occurs upon cloning, not death
-Uninsured is still 5%, and yes..there is still a 1% on insured
-Strangely, guns donot decaynorcan youinsure them
-Again strangely, crafting tools + survey tools which have no condition can be insured (when they're not suppoused to) for 250 cr each + the system applies the decay rate on them...even though they're not suppoused to decay
-On clothing, decay works and is applied...from a report by someone on TC (cant afford armor :/..) same applies to armor as well
-On insurance..my newbie character costs 1,050 to insure...TH posted that most normal players wouldn't exceed over 2,500 cr..of course this is counting survey/crafting @ 250 cr each (my wookie wear was 100 cr each)...however, for 3 pieces of clothing i was required 300 cr to insure so they wont get the 5% decay..so essentially its 300 cr for a newbie character
-Since i do not have access to armor or other clothing aside from wookie wear, I have no idea if all clothing will cost the same (100 cr) nor if all armor segments will cost the same (some set price?)
-My Backpack did not decay whatsoever nor could it be insured
-Doing a quick live comparision of wookie wear...the wookie wear on live is 65 cr to insure, while on test its 100 cr...doesn't make sense of the price being raised..unless its because the devs set a standard price (will test this out with my human char or my wookie one on test with human clothing like a swoop helm, which is 177 cr on live)
-On my master commando, the cost to insure was 4,220 cr..if adhering to test:
If all clothing and/or armor do have a standard price for each item, this is without that presumed standard:
1,557 cr
And with a presume standard (100 cr per item of clothing, and for armor..theres two armor pieces, a helmet at 372 cr and a chest plate at 453 cr...for all purposes, lets keep it at those prices since i have yet tested or seen or heard the insurance rates for armor on TC)
would be 800 for the clothing..i would actually have to spend MORE money, and save only 77 cr on my helmet..so with the armor, im figuring around 1700-1800's cr
And lastly, lets presume that armor is 100 cr as well, just like clothing..then in that case:
all i would be spending is 1,000 cr per death..so really, around 2,000 per death so i don't get an item decay
I believe this is somewhat reasonable, except for the 1% also effecting insured items as well. The 1% i believe ruins this entire system, which could very well work..and perhaps also, an insurance system thats also somewhat limited (its only per death..unlike cloning). I post this update not in TC, but in our forums for the sole purpose of following up that rather large topic i created when the decay system was first announced. And I consider having all guns not having this decay nor not not needing to be insured..THIS in all opinion should spell a great relief for commandos, since we do carry ALOT of guns (on live, out of the 4,220..only 1,557 cr was the stuff that i tested on TC that did decay upon death..the other 3k or so was JUST the normal amount of guns i carry!). And not only providing a nice sigh of relief, its definatly a step in the right direction.
However, since this is still being tested and changed...guns not having the need of insurance nor decaying may be a bug (or the other way around with clothing/armor not needing it) and definatly theres a bug with the survey/crafting tools..since they both get a decay msg and can be insured. Still nevertheless, the 5% decay + an estimated 1,000 cr insurance cost for a commando (this involved a combat suit plus a nice full set of clothing..i like carrying around a wardrobe with me..but without the outfit the actual cost would most likely be 1/3 or 1/2 less) isn't really that bad..just the 1% insured is, and that still needs to be fought to get removed.
Btw, tonight on TC..there was a rampaging wookie riding a dewback trying to suicide against CorSec in Theed! behehe ![]()
same here anxdietly
but i have a tone of enhachs ments in my clouse and i cant aford that bull at all
yea, by having a 1% insured decay..let alone a 5% uninsured will kill the use of tapes and bio-engineered stuff that can be used to give clothing skill mods...and this is something that the devs really need to encourage..not kill
on all wearables i see some decay since..hey you're wearing it..when you fall down dead...doesn't your armor get a bit scoffed up? don't you get some tears and rips in our tusken boots? yea
but surely no 1% insured decay...this kills and buries the use of skill tapes..like an example i have on live: i have these tusken boots that were looted with special skill mods that was geared for commando/pistoleer (hvy weap spd + pistol accuracy) but the condition is 625/1000....with 1% on each death..and an occasional 5% will kill these boots off alot faster than non-looted clothing - if they insist on the 1% insured, at *least* have looted clothing full condition!
btw, either later today or tomarrow ill try and get insurance rates for human clothing + armor (and compare it on live)..if others haven't done so yet...if armor rates are ALOT lower than on live...then thats some very good news