Pilot Archive
Thread: PVP Damage and Decay
TomoRainer wrote:
After a couple more large PVP battles and a fair amount of skirmishes, I've refined my opinion to where I think decay should be removed entirely and damage could probably use another 25% reduction. I'd hope that would be enough to make heavy fighters a more viable choice without turning fights between two skilled light fighter pilots into an endless circle. And POB ships could still use a separate system entirely.
If we were to remove PVP decay, insurance is a good call (the devs love credit sinks, and with the way it's affected travel costs and ramped up income for pilots, JTL could probably use another one), but it would be nice if we could come up with a way to open a revenue stream for shipwrights to replace the business we'd lose from eliminating decay. Even if there's no good way to do that, I'm still in favor of getting rid of PVP decay, but if we could brainstorm a few good ideas, I expect there'd be less resistance from the shipwright community.
Of course I don't have any ideas offhand, but I'm going to give it some thought over the next few days and see if I can come up with a proposal for this.
(first of all, we've yet to see much business from "decay". Our competitor is a free superior product... and DS has already laid it's mark).
That's simple enough.
Message Edited by 1st_Viduus on 02-09-2005 11:14 PM
Get some of those new Resource Mixers, buy enough materials to make ONE factory schem, and make the rest from the worst most disgusting resources you can lay your fingers on..... sell at whatever price you like, you're rich.
Message Edited by wolfmanIII on 02-11-2005 04:39 AM
I was thinking of something directly related to PVP or decay, a change in the ballpark of Coran's suggestion, but I love your point about adding another slot or three for ships. It would in no way force pilots to spend more money, but the ones that have a lot of fun messing around with variable ships would definitely throw some sales our way. That combination (fun for pilots, cash for shipwrights, but completely optional) sounds like a great addition.
To switch back to the topic of whether PVP decay should be removed, I'd like to add to Eaca's underappreciated point about armor decay on components. Not only does your ship's total HP drop dramatically with each death, but this affects heavy fighters (which I think it's widely agreed are already at a big disadvantage to light fighters) much more than their smaller counterparts. Those big fat 20-50K components, the level 7-10 stuff it's hard to fit on an Interceptor but for which there's plenty of space on a Krayt, tend to start off with armor ratings high enough that they can make a difference in your PVP survivability. 300-900 armor HP on weapons, shields, engines, etc. adds up. Three or four of them on a heavy fighter and suddenly you're able to soak another shot or two before you're completely dead. That goes a ways toward balancing the scales between fighter classes--but if you've got that Krayt outfitted with nice RE'd stuff you can't just buy off a vendor (and even if you could, crafted stuff, bizarrely, tends to have half the armor HP of looted stuff), you have to watch as your armor advantage slowly decays until it no longer exists and you're left with the option of a) trying to replace parts that are often irreplaceable or b) fighting without one of the edges a heavy fighter needs in order to be viable in PVP. Neither of those is a very great choice and it just goes to further reinforce light fighters as the composite armor of space.
Of course, we'd be helped somewhat if the anti-decay kits could be used on ship components, but for whatever reason that's not an option.
Anyway, some good discussion here. Keep it up.
wolfmanIII wrote:
Sorry for the question, but what specifically does it do this "Resource Mixer"?
Message Edited by wolfmanIII on 02-11-2005 04:39 AM
There is one for each resource type: Chemical, Mineral, et cetera.
Basically, if you have one of these, you can take all your little tidbits of different Inert Petrochem, say, throw them into the blender, and presto, out comes one single stack of Generic Chemical, with 200 stats on everything.
What's so great about that?
Well, let's say I want to make some of my guaranteed-One-Shot-Kill 4-in-a-pack SpaceBomb2's.
Instead of spending big bux on a particular 50k stack of steel, and a specific 12.5k stack of radioactive, I can just grab the cheapest, most disgusting material out there, run it through the Blender, drop it in the factory, and run my schematic through.
Same thing, built with Generic.
Granted the blenders are selling for big bux atm, but then, not everyone that gets one paid for it.
If you need one you can probably build one.