Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
Tripp wrote:
I, carrying all my gunk, get charged 5k or so to insure if I don't shove it in the droid.
(lots of slicing tools and camp kits, etc...)
I think our average person needs 2k or so.
So if we were to give them the following deal:
10k or the equivilant value of faction points (the faction points you receive for running, say 10k worth of faction missions).
for 24 hours, that would still be an enormous benefit.
TickTock wrote:
Am I the only one who sees this as spending faction points to safely lose faction points? I mean, you aren't going to derive benefit from this insurance unless you die, and when you die you lose faction...
Don't even waste time pondering. Any sense of negative criticism will earn you a blatent ignoring at the hands of our arrogant douchebag dev team.
TH already said it. Even if this thread grows to 10,000 posts of no, and 3 of one, those 3 dolts will get the discussion love from Thundersheep.
Pathetic.
I can't wait for HL 2. This was my first attempt at MMORPGs. Now I know why people hate them. I bet Koster's quote is now chillingly realized. Something about loving making a game people pay to hate? Not me. I got better things to do then be ignored by some wannabe dev who doesn't even play this game.
Actually TH, you should get yourself a toon going on Bria. I would love to kill you down to below the 200 cap just to hear what you gotta say then about using faction for insurance costs.
Thunderheart wrote:
I made very sure that it means NO 1% decay when you buy this insurance "day pass" and yes, it is for PvP deaths.
I thought you had told us there was no way for the system to tell a PvP death from a PvE death. Has that changed?
Post farther down makes it look like it may actually be for any factional deaths, not only PvP, but that raises the question, does it not apply to non-faction PvP deaths?
Albion_DeCrappa wrote:
For roughly 50-100 Faction Points, players get no armor decay and 1 time pay for insurance for 24 hours? No decay and one time insurance for PvP is tens and hundreds of thousands of credits cheaper.
You still fail to realize something. With the imperial crackdown coming there are many of us Covert crafters who are going to be forced into PvP (You tell me that after we get TEFd for contraband that Imperial players aren't going to come out of the woodwork for the easy kill?). Since we don't sit and run faction missions all day we only have 500-1000 FP. So in ten days we are screwed? I'd rather spend the hundreds of thousands of credits since I actually have that on hand.
Yep. Covert Rebel Tailors trying to put their brand new 100% condition clothes on the Bazaar will get scanned for having a sliced weapon on them, get killed by players, and lose 1% off of the clothing they were going to try to sell as brand new.
That's if they remembered to insure after the last time this happened to them.
If not, their brand new clothing would all have 5% wear and tare before they even leave the store.
Thunderheart wrote:
nolan007 wrote:
Do we purchase it with faction points or with credits?
If it's for credits, I believe it should be maybe... 5,000 credits for the day..?
If it's purchased with faction points, maybe 100 faction points?
Maybe the price should be less if you purchase while you are declared?
Being declared is key to having a healthy GCW.
- 5,000 sounds a little steep. One of the reasons I was glad to hear about the change in insurance was that it was persistant insurance. I could burn through 50,000 credits in a few hours of PvP and thats where it really hurt me.
- The idea of the price being less when you are declared is interesting "on paper", but in reality, its an easy player work around. All you have to do is declare (since you are standing in front of the recruiter anyway) and declare and then buy the Factional Insurance. Ultimately, the price has to be a low, flat fee for both. There isn't really a barrier to delcaring so it really just adds an extra click for the low price.
- It seems like 50-100 faction points is a pretty good rate, but one thing that I keep thinking of is the penalty changes in the crackdown. For the Imperials, the contraband penalty was better as an "either/or" thing. Either Faction Points Or Credits. What do you think about that?
TH,
you wrote 5k creds is too much, but I'm sure you know that smugglers sells factions points for 110-130 credits the point. So it would cost us from 5500 credits to 13000 Credits to insure. Could you explain your logic on this please?
You also wrote it is a minor inconvenient to see a recruiter declare and pay the insurance . This way we are stuck with one hour Overt status and opposed to TEF exploitation.
Ty for your answer
TickTock wrote:
Am I the only one who sees this as spending faction points to safely lose faction points? I mean, you aren't going to derive benefit from this insurance unless you die, and when you die you lose faction...
heh I thought that too, pretty much, but hadn't put it into such clear words.
Why not have decay inversely proportional to rank. (ie low ranks have decay, middle ranks have some, and the highest rank, though i have no idea what it is, have none) Making rank worth something and having no decay as a possibility, though not a hand out,for those who seem to care so much about it.