Shipwright Archive
Thread: Indestructible Chasis mean much higher price
They can turn around and sell the old one.
They can turn around and sell the old one. >
Rolassk wrote:
Brilyn wrote:Nuff said really....They have HP.When you repair the Chassis, the HP drops by 10%.Just like every other component.Meaning you can get blown up 44 times before you need to replace that chassis. (10% of current HP, not the original max)
I've seen this comment before. It is factually true - and misleading.
The reason that it is misleading is that currently decay does not impact a separate number, like "condition" on armor or weapons. Instead it is currently implemented as permanently and instantly reducing the *hitpoints* of the components.
To compare things a bit look at decay on a pistol. You start out with a condition of 1000 (for example). You get warnings at 50% and 25% condition. However, that pistol still provides the full damage down to a specific point (15%? I don't recall but I believe it is under 25%).
That means that that pistol at 30% condition is exactly as good from a damage perspective as one that is at 100%.
Now look at a ship component, like a chassis. Assume that it starts life at 1500 hit points. Looking just at that chassis for a moment, an opponent needs to beat down my shields, melt through my armor, and then do 1500 more points of damage before I suffer a catestrophic failure.
Yes, Zeno's paradox says that it may take 43 deaths before that number actually hits (or gets very close to) zero. However, after only 7 deaths, the permanent hit points on that chassis are only 717 - less than half of what I had when I started.
What this means is that, starting with my very first death in a ship, I get increasingly more "fragile". The more fragile I am, the more likely I'm going to be to get toasted again soon. And so on.
So my comment would be is that the current decay model, as implemented, leads to a situation where after 5-10 deaths the pilot is going to look to replace their gear.
But you can only have 2 ships in your data pad, therefore, ppl will sell there old ships.
Brilyn wrote:
< Something to consider... When someone upgrades to a new chassis..
They can turn around and sell the old one. >
Aye, the same is true of most weapons too.
But they don't.
Regardless, the Chassis will still decay. *shrug*
ZenDragonMLS wrote:
What this means is that, starting with my very first death in a ship, I get increasingly more "fragile". The more fragile I am, the more likely I'm going to be to get toasted again soon. And so on.
So my comment would be is that the current decay model, as implemented, leads to a situation where after 5-10 deaths the pilot is going to look to replace their gear.
Brilyn wrote:
Nuff said really....
They have HP.
When you repair the Chassis, the HP drops by 10%.
Just like every other component.
haha
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--long blank stare--
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hahahahahaha
To me that signals that ship decay is just about right
Message Edited by CerionSkydreamer on 10-29-2004 01:38 AM
ZenDragonMLS wrote:
Rolassk wrote:
Brilyn wrote:
Nuff said really....
They have HP.
When you repair the Chassis, the HP drops by 10%.
Just like every other component.
Meaning you can get blown up 44 times before you need to replace that chassis. (10% of current HP, not the original max)
I've seen this comment before. It is factually true - and misleading.
No it isn't misleading. The only component that is reducing it's effectiveness and condition upon repair is armor. Which I have bugged/reported on at least 10 different days in beta (with no response to the issue I may add). If you look at armor you will notice that the hitpoints never degrade, you will also notice that your HUD always display armor at 100% even though it could be knocked out. The system for armor component needs to stop detracting from armor and start detracting from hitpoints (or have an additional armor strength line added). This way your armor is always as effective as when you bought it.
The reason that it is misleading is that currently decay does not impact a separate number, like "condition" on armor or weapons. Instead it is currently implemented as permanently and instantly reducing the *hitpoints* of the components.
Actually first it detracts from armor of a component. You will notice that all components from Armor to weapons have an armor rating along with a hitpoint rating. These are the condition ratings.
To compare things a bit look at decay on a pistol. You start out with a condition of 1000 (for example). You get warnings at 50% and 25% condition. However, that pistol still provides the full damage down to a specific point (15%? I don't recall but I believe it is under 25%).
That means that that pistol at 30% condition is exactly as good from a damage perspective as one that is at 100%.
Same with all ship components except armor which I mentioned above.
Now look at a ship component, like a chassis. Assume that it starts life at 1500 hit points. Looking just at that chassis for a moment, an opponent needs to beat down my shields, melt through my armor, and then do 1500 more points of damage before I suffer a catestrophic failure.
I would like to see decay on a chassis reduced to 5% myself. Or perhaps chassis could get a separate experimentable condition column added along with hitpoints. Though I do like the current method, because it providesa challenge to keep your chassis from being hit. Instead of charging head on into a group of enemies, you know that if you get blown up your chassis will be 10% weaker. Lol so again I think a drop to 5% decay(on chassis only)would be a good compromise, and it does make sense, each time you repair the chassis (frame/hull) it structurally gets weaker.
Yes, Zeno's paradox says that it may take 43 deaths before that number actually hits (or gets very close to) zero. However, after only 7 deaths, the permanent hit points on that chassis are only 717 - less than half of what I had when I started.
I do see what you are saying, and yes something needs to be done since Tier II and up ships cost so dang much. 5% 5% 5%
What this means is that, starting with my very first death in a ship, I get increasingly more "fragile". The more fragile I am, the more likely I'm going to be to get toasted again soon. And so on.
Not exactly, your shields will still have full B/F power. And if armor is fixed (as described above) this would be the other means of chassis protection. I think once these two systems are clear, you need to realize as a pilot to evade enemy fire until you repair your protection.
So my comment would be is that the current decay model, as implemented, leads to a situation where after 5-10 deaths the pilot is going to look to replace their gear.
Armor perhaps, but only because it is broken/errored in its system of decay. Chassis decay does need some attention to. The rest of the components though still operate at 100% effectiveness, so 44 deaths/disables is correct.
Message Edited by Rolassk on 10-29-2004 09:16 AM