Pilot Archive

Thread: Focus: PVP Decay

Nicolas_Frost
Wed Apr 27, 2005 12:35 am
#40

I deffinately support the specialized tool idea. It gives you a choice, spend extra to get a tool for each type, and save your components in the long run, or get the All-Purpose tool, which saves you money now, but eventually costs you your component. This would give many Shipwrights return customers simply for repair kits.



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Washell
Wed Apr 27, 2005 1:57 am
#41

Reward of PvP: none, 'cept the adrenaline rush.

Risk of PvP: should match up to the reward, none.


So I'm in favor of no decay in PvP or decay in PvP matched with a suitable reward.

LeaphChausew
Wed Apr 27, 2005 4:15 am
#42

I think, since getting an entire ships worth of starship equipment reverse engineered is hard enough already...once it had been re'd..it shouldn't decay.


Crafted parts I believe should be able to decay since they're pretty easy to replce with similar spec replacements but a piece of re'd equipment shouldn't.


I say this because I have spent the last four months sitting patiently waiting for the right parts to kit out my A-wing how I want it and I don't get killed all that often outside of Deepspace, however I think it'd encourage more people to get involved with looting/reverse engineering if this Non-decay idea was a bonus. It'd encourage mor epeople to pvp and...it would make it so shipwrights stay in business since crafted gear will still decay and un re'd parts should decay still, but at a slower rate maybe. 10% decay can be ..to be blunt downright depressing to a lot of pilots I tried to help. Not everyone is a fighter ace.


I just think it'd be kinder to the non veterans.


Just a thought, but I'd like to see things work out like that....encouraging more overt fresh meat into the sky is always good .



Votiva
Wed Apr 27, 2005 5:59 am
#43

Given the high use of RE'd parts, some of which are prenerf and can't be replaced anymore, I'm not to fond of decay myself. But I do agree that removing it outright would hurt the already flagging SW business and let's face it, if the SW business goes under then that'll hurt pilots alot too (or force alot of us to get extra accounts for an SW alt). I do like the overhaul idea though, so SW's could repair those decayed parts (which would help out the SW business a bit, always a good thing) or even let us use ADK's on ship parts. I know my DI for one could really use it.



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Coran_Sienar
Wed Apr 27, 2005 6:10 am
#44

I'm a Shipwright. You explain to me how removal of decay on RE'd components that I can't hope to compete with will "hurt" my business.


That RE'd engine you have...did you buy it from a Shipwright? How about that RE'd reward gun? RE'd reward shield? See the point?


If the Shipwright schematics aren't changed so that we can compete with loot drops for components, then I go with the proposal that we get schematics for kits to "overhaul" decayed components and chasses.



Modus Sienar
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Aced all 9 Squadrons
TomoRainer
Wed Apr 27, 2005 6:18 am
#45

Well, I know shipwrights sell a fair amount of armor to PVPers. Reactors too, but I'd guess much of the decay on those is coming from RO4 and not PVP decay, and chassis sell very occasionally to people whose old ones are worn down. In general I think that's a fair point, though.

Really nice discussion so far, let's keep it up.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


LeaphChausew
Wed Apr 27, 2005 6:21 am
#46

Noted...however that reward gun is only one gun...pre-nerf engines aren't the be all and end all of pvp and I do agree there. S/W built engines at least need to be revamped I think. I'm positively praying that with RotW and the introduction of space mining that eventually the capability to crafts parts as good as looted and re'd parts will come about..even if they turn out to be ludicrously expensive, I know that most pilots would welcome that.


I tend to use crafted guns on my x-wing for the simple fact that looting lvl 7 guns is hard. Especially when you have 3 weapon slots so that means you need to loot 21 lvl 7 guns to get all re'd guns on an x-wing. [I use lvl 7 guns as an example only.]


Looking back through the posts, maybe my idea wasn't that fantastic after all, however I do think there needs to be a reduction, or at least more availability of quality parts even if they'r eonly able to be looted on my special missions which could be particularly hard to fly, or maybe introduce live events to space where you can earn badges AND good quality kit....but thats a far out idea atm I realise.


At the end of the day and considering personal experience, its all good as long as you make use of that DS free repair and are picky where you fly overt.


-Col. Leaph Chausew (Pondering)

Ramona_Garcia
Wed Apr 27, 2005 6:37 am
#47

Well, I think we need input from more SWs, to see how many sales they make due to decay of components, especially engines and weapons.

I think I bought one single engine in all my time in JtL (and decided to stick with a looted one since it had better YPR), all the rest were looted and re'd engines. Weapons, well... one ship uses crafted weapons, but mainly since it is no pvp ship, and I am too lazy to replace them with re'd ones.

Armor I bought tons so far, reactors I recently replaced most of my old ones, but not due to decay, but due to the new crafted ones being better and lighter.



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Coreena
Wed Apr 27, 2005 6:58 am
#48

Decay on Armor (i mean Armor pieces, not the Armor value of components) and decay on Chassis can stay.

Those two are the, in my opinion at least, things that get replaced due to decay most of the time.

And they're relatively easy to replace (unless you need a chassis thats experimented to 95% mass so all your stuff fits in or so).





Coreena Telios
Master Dancer
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Coran_Sienar
Wed Apr 27, 2005 7:03 am
#49


I don't sell crafted droid interfaces, weapons, capacitors, boosters, engines. You'd be at a significant disadvantage if you used a crafted component for those 5 items. Things that do sell are:


Armor

Shields (MKIV/Level 7only)

Chasses

Launchers (Missiles/Countermeasures)

Countermeasures

Munitions

Repair Kits


edit:


Most of my business is obtaining custom components for players. You want a 25K mass or lower RE'd Reward Gun? Great! Give me a week and10 million creds and it will be yours. (Ditto for the Reward Shield with similar massstats.) Pre-Nerf Level 6Reward Engine? I've got an un-RE'd one in decent shape. 150 million creds and it will be yours. Do you want that H-K Scorcher 3, a Level 6 gun that outputs over 2600 points of damage? 30 million. hehehe.

Message Edited by Coran_Sienar on 04-27-2005 10:07 AM



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Goraf
Wed Apr 27, 2005 7:13 am
#50


Coran_Sienar wrote:
I don't sell crafted droid interfaces, weapons, capacitors, boosters, engines. You'd be at a significant disadvantage if you used a crafted component for those 5 items. Things that do sell are:
Armor
Shields (MKIV/Level 7 only)
Chasses
Launchers (Missiles/Countermeasures)
Countermeasures
Munitions
Repair Kits





Actually, I have noticed that crafted droid interfaces are faster than the post-nerf ones, at least most of the ones I have looted. Most level 1 loot DIs have a speed around 30-32, where I can make Mark I DIs with 27 speed. I personally use a pre-nerf 15 speed level 1, but not everyone has one of these. Of course, REd level 10 droid interfaces are faster and lighter than crafted Mark V, but unless you're flying an MP ship or heavy fighter, they're just too heavy.

Also, I prefer crafted boosters. I get higher speed for the same boost time, just a slightly lower recharge rate. A looted one might have 1500 booster energy, but it'll have a 150 consumption rate and 20 speed. My crafted Mark 1s have only 850 energy, but have an 80 consumption rate and 30 speed.

I agree with you on weapons, caps, and engines, although I do sell the odd Mark IV and Mark V engine.

My $0.02 anyway...

- Alirc

Message Edited by Goraf on 04-27-2005 10:14 AM



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TomoRainer
Wed Apr 27, 2005 7:37 am
#51

I actually sell a fair amount of everything but capacitors. (I figure if people want/need to buy crafted engines and the like, that's their business--but crafted capacitors is where my much-ignored conscience draws the line. ) The stuff I sell to PVPers is limited to armor (Mk I-III), shields (Mk IV), reactors (Mk I, overwhelmingly), boosters (Mk I, overwhelmingly), missiles (Mk II Image-Recs), countermeasures (mostly chaff, bit of sensor decoys), and the very occasional specialized gun (Mk IV with fastest possible speed, sometimes a blaster, sometimes an ion cannon).

You know, it occurs to me that the only places where decay is a huge issue is on a) armor and b) items with overload commands, which consist of weapons, engines, capacitors, and reactors. Item armor/HP decay is one of those hidden factors that can really add up--I recommend digging up some of Eaca's old posts on this subject--but in terms of direct functionality, we've got five components that are directly affected by decay.

Unfortunately, three of the four overload components happen to be those that are significantly or exclusively better when they come in the form of RE'd loot that can be difficult to impossible to replace.

I'm not necessarily trying to draw any conclusions here, but the distinction between components that decay and would eventually demand replacing (armor, capacitors, engines, reactors, weapons) and those that can still function unhindered at 10/10 armor/HP (boosters, droid interfaces, shields) struck me as a good one to make.

Message Edited by TomoRainer on 04-27-2005 07:57 AM







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Washell
Wed Apr 27, 2005 7:41 am
#52

Well, level 3 overloads don't cause decay. I do use level 4 overloads, but take a trip to deep space to fix that.

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