Shipwright Archive

Thread: Armor Decay is nuts

Astev_Aris
Tue Nov 16, 2004 3:13 pm
#14






PetaByte32 wrote:





Astev_Aris wrote:

I understand that this is a bit of a issue for pilots, but is it not a good thing for Shipwrights? I know that we don't want to become "armor and missile monkeys" but this does give us a renewable customer base. I find it interesting that after all the threads about how to keep Shipwright from going the way of Architect, people are now complaining that components are decaying TOO quickly.


And really, it makes sense. If anything is gonna get beat up in a space battle, the armor would be it.







I am not saying armor should not decay. Please reread my first post. I am saying that armor hitpoints shouldnt decay. Keep the same decay rate on the hitpoints. But not on the armor hitpoints.


People will still keep coming back to us.


Tyranus






Ah, ok. I'd agree if I couldfigure out the difference between regular hit points and armor hitpoints. I think that's a part of the problem here.



___________________________________________________________________

Astev Aris. (Formerly) Master Artisan/Architect/Shipwright
  • Founding Mayor of Skyfar (Retired) - Naboo, Bloodfin, -3980 6350.

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  • PetaByte32
    Tue Nov 16, 2004 6:55 pm
    #15






    xtxShifter wrote:

    Armor decay is fine. If it were changed, we shipwrights would lose alot of sales. Do you really want to be a missile salesman?







    Missle salesman or armor dealer. Hmmm same thing. Only difference is I can make missles in my factories. Cant do that with armor. And people tend to go through armor as fast as they do missles.


    Tyranus






    Yoda: "When I die, the last of the Jedi, you will be!"
    Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
    Yoda: "Sorry I am, My Bad it is"
    Morthon
    Tue Nov 16, 2004 10:28 pm
    #16






    xtxShifter wrote:

    Armor decay is fine. If it were changed, we shipwrights would lose alot of sales. Do you really want to be a missile salesman?






    What he is saying is have the armor continue to decay at the same rate, but dont have the effectiveness go down. The item still wears out insanely fast (items hit points)but as long as it is repairable to 100% the effectiveness remains(amount of damage the armor can take). Something similar to weapons on the ground. Right now with armor its like having a weapon in game that gets progressively worse from the first shot until its unuseable, instead of the current system where damage dosen't drop off until 25% condition. Armor would still need to be replaced but would be more useful up to the point of being thrown away.



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    Astev_Aris
    Wed Nov 17, 2004 1:12 am
    #17

    I understand that this is a bit of a issue for pilots, but is it not a good thing for Shipwrights? I know that we don't want to become "armor and missile monkeys" but this does give us a renewable customer base. I find it interesting that after all the threads about how to keep Shipwright from going the way of Architect, people are now complaining that components are decaying TOO quickly.


    And really, it makes sense. If anything is gonna get beat up in a space battle, the armor would be it.



    ___________________________________________________________________

    Astev Aris. (Formerly) Master Artisan/Architect/Shipwright
  • Founding Mayor of Skyfar (Retired) - Naboo, Bloodfin, -3980 6350.

    For those who may be unaware, this is a lame-a$$ sig.
  • lisasdarren
    Wed Nov 17, 2004 5:27 am
    #18






    PetaByte32 wrote:

    Ok let me explain it better. Armor Plates have 2 hitpoint values. The "Armor Hitpoints" and the "Hitpoints". The armor hitpoints is the actual armor value and the hitpoints are the life of the item.


    So for example you have a plate that is 1200/1200 armor hitpoints and 300 hitpoints. You go out and shoot up the enemy. But in the process you go to 600/1200 on your armor hitpoints. Now you didnt die. In fact except for that one plate your ship is fine. So you decide to go repair it and head out again. You go to a space station and click to repair the item. Your armor after repair is now 1080/1080 armor hp and 270 hp.






    Not true, the repair causes a decay of 10% of the damage repaired, if you have taken no damage to hitpoints they wont decay.


    Secondly your armour shouldn't be getting hit very often, if you are repairing it several times a night then you need to look at your shields, they should be soaking most of the damage and the armour is just there to protect your vulnerable components if your shields fail.






    Trax Treort - Rifleman, Fencer & Imperial Pilot
    PetaByte32
    Wed Nov 17, 2004 6:27 am
    #19






    lisasdarren wrote:





    PetaByte32 wrote:

    Ok let me explain it better. Armor Plates have 2 hitpoint values. The "Armor Hitpoints" and the "Hitpoints". The armor hitpoints is the actual armor value and the hitpoints are the life of the item.


    So for example you have a plate that is 1200/1200 armor hitpoints and 300 hitpoints. You go out and shoot up the enemy. But in the process you go to 600/1200 on your armor hitpoints. Now you didnt die. In fact except for that one plate your ship is fine. So you decide to go repair it and head out again. You go to a space station and click to repair the item. Your armor after repair is now 1080/1080 armor hp and 270 hp.






    Not true, the repair causes a decay of 10% of the damage repaired, if you have taken no damage to hitpoints they wont decay.


    Secondly your armour shouldn't be getting hit very often, if you are repairing it several times a night then you need to look at your shields, they should be soaking most of the damage and the armour is just there to protect your vulnerable components if your shields fail.







    Ah I see another of those "Its your fault not the system's" posts.


    Dude go get your armor shot up for awhile and see for yourself. I have gotten damaged several times so I know how its working. A nice new set of 1115/1115 armor that got damaged down to 810/1115 was repaired and dropped to 1003/1003. And I am talking about the armor plates. NOT the armor value on all the components. Just the two big durasteel panels you carry.


    I have dang good shields but even the best shields wont help against things like the Dark Eclipse or the Rebel Gunboat in Imp Tier 3 missions. Dont forget there are some missions where you can have 20 people in a group with you and all the enemy fighters gun only for you. You, not them.


    Tyranus







    Yoda: "When I die, the last of the Jedi, you will be!"
    Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
    Yoda: "Sorry I am, My Bad it is"
    PadiOne
    Wed Nov 17, 2004 7:08 am
    #20

    Tyranus, I agree with you. I want to propose another option that seems equally viable.


    When armor gets hit, it first takes dmg to the Armor HP. After that is gone, it takes dmg to the HP. It seems to me that since the purpose of Armor is to absorb dmg, that as long as only the AHP were affected, that there shouldn't be decay when it was repaired. Here's an example:


    HP: 300/300

    AHP: 700/1400


    If this component has only taken dmg to the Armor portion, I don't think it should decay on repair. A repair here would put you to 300/300, 1400/1400 under my view of how this system should work.


    Second Example:


    HP: 100/300

    AHP: 0/1400


    Under this example, we have surpassed the dmg absorbtion that the armor is intended to take. We have dmged the structural integrity of the armor plating. Repairing this should cause decay. After repair, the stats should be 270/270, 1260/1260



    ____________________________________________

    PetaByte32
    Wed Nov 17, 2004 7:27 am
    #21






    PadiOne wrote:

    Tyranus, I agree with you. I want to propose another option that seems equally viable.


    When armor gets hit, it first takes dmg to the Armor HP. After that is gone, it takes dmg to the HP. It seems to me that since the purpose of Armor is to absorb dmg, that as long as only the AHP were affected, that there shouldn't be decay when it was repaired. Here's an example:


    HP: 300/300

    AHP: 700/1400


    If this component has only taken dmg to the Armor portion, I don't think it should decay on repair. A repair here would put you to 300/300, 1400/1400 under my view of how this system should work.


    Second Example:


    HP: 100/300

    AHP: 0/1400


    Under this example, we have surpassed the dmg absorbtion that the armor is intended to take. We have dmged the structural integrity of the armor plating. Repairing this should cause decay. After repair, the stats should be 270/270, 1260/1260






    I dont mind the HP hit. I want the HP decay so people keep coming back. All I want is the AHP to stop decaying cause I am dang tired of making armor panels. Some people say they are missle monkey but at least I can make those in the factory. Armor however. Sheesh. I feel like an Armor Ape.


    Keep the HP decay but lose the AHP decay. Or let us make armor in factories. Either way would save us alot of crafting.


    Tyranus





    Yoda: "When I die, the last of the Jedi, you will be!"
    Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
    Yoda: "Sorry I am, My Bad it is"
    Ibixat
    Thu Nov 18, 2004 8:22 am
    #22

    Peple seem confused hehe...

    lets make it simple

    Armor Plate
    Armor: 1024/1024
    Hitpoints: 750/750
    Mass: 5000

    You go out and get your armor shot up, the damage comes off of the "armor" rating I personally have never seen my armor take hitpoints damage but that's just me, and repairing lowering hitpoints as well is meaningless since the armor value decrades to worthless way too fast as it stands.

    Armor after being shot up

    Armor Plate
    Armor: 223/1024
    Hitpoints: 750/750
    Mass: 5000

    You repair the armor and it becomes


    Armor Plate
    Armor: 820/820
    Hitpoints: 750/750 (I don't recall seeing this lower, not that I care the way armor is now)
    Mass: 5000

    After 2 or 3 repairs the armor is worthless, what people ar "asking" for is that the repair act more like a weapon so that after a reapair the armor would go to

    Armor Plate
    Armor: 1024/1024
    Hitpoints: 600/600 (or however fast they want this to decay, say Cert Level * 25 lost per repair or whatever)
    Mass: 5000

    This would allow the armor to function at "capacity" for the duration of it's hitpoints life, allowing it to be repaired more than once or twice before becomeing worthless. Armor does take hits, it will always take hits, needing to replace it every time a ship 2 tiers above you wanders by and obliterates you is not fair. After the second repair armor of one Mark rating lower is often superior in protection and lighter by far, that is why they are "useless" after 2 repairs, why blow the mass and cost on mk 4 armor when you can get twice as many mark 3 panels for less and they would last LONGER than the Mk 4, plus save you a ton on your car insuranc... erm mass.



    Elida & Elina Stotri - Gorath Server
    Dark_0ne
    Thu Nov 18, 2004 9:00 am
    #23


    Ibixat wrote:what people ar "asking" for is that the repair act more like a weapon so that after a reapair the armor would go to

    Armor Plate
    Armor: 1024/1024
    Hitpoints: 600/600 (or however fast they want this to decay, say Cert Level * 25 lost per repair or whatever)
    Mass: 5000

    This would allow the armor to function at "capacity" for the duration of it's hitpoints life, allowing it to be repaired more than once or twice before becomeing worthless. Armor does take hits, it will always take hits, needing to replace it every time a ship 2 tiers above you wanders by and obliterates you is not fair. After the second repair armor of one Mark rating lower is often superior in protection and lighter by far, that is why they are "useless" after 2 repairs, why blow the mass and cost on mk 4 armor when you can get twice as many mark 3 panels for less and they would last LONGER than the Mk 4, plus save you a ton on your car insuranc... erm mass.




    I agree - this would bring armour repair and decay in line with the rest of the components.

    This should be taken up as an issue in the Top5 if possible please Styx66 ;-)

    Message Edited by Dark_0ne on 11-18-2004 04:01 PM



    Tony Weyland - semi retired
    Little-Green-Guy
    Thu Nov 18, 2004 9:30 am
    #24

    stop complaining and leave it the way it is.its fine...



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    Acrod_Novys
    Thu Nov 18, 2004 10:18 am
    #25

    Agreed that it needs revision, I do hope it gets attention at some point. The "HP decay only" would work, or a new armor-condition stat that only decays upon death (just like the ground game).



    Oh, let's address this:





    lisasdarren wrote:





    PetaByte32 wrote:

    Ok let me explain it better. Armor Plates have 2 hitpoint values. The "Armor Hitpoints" and the "Hitpoints". The armor hitpoints is the actual armor value and the hitpoints are the life of the item.


    So for example you have a plate that is 1200/1200 armor hitpoints and 300 hitpoints. You go out and shoot up the enemy. But in the process you go to 600/1200 on your armor hitpoints. Now you didnt die. In fact except for that one plate your ship is fine. So you decide to go repair it and head out again. You go to a space station and click to repair the item. Your armor after repair is now 1080/1080 armor hp and 270 hp.






    Not true, the repair causes a decay of 10% of the damage repaired, if you have taken no damage to hitpoints they wont decay.


    Secondly your armour shouldn't be getting hit very often, if you are repairing it several times a night then you need to look at your shields, they should be soaking most of the damage and the armour is just there to protect your vulnerable components if your shields fail.







    What you need to ask yourself is, why do you have armor then? As an emergency layer only? Sounds like a luxury item--but do we want armor to be that?



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    T
    Dragon942
    Thu Nov 18, 2004 10:29 am
    #26

    I agree. I don't even use armor on my fighter (maybeone piece of level 2 or 3on my master level Opressor) because its not worth the mass at the rate it decays. I think the perfect solution would be to have it decay without effecting its effectivenss, at leats until it decayed until a certian point.


    You know, like umm say...armor on the ground? Weapons on the ground and in space? Every other item in the game, ground or space, thatI can think of?



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