Shipwright Archive
Thread: Armor Decay is nuts
I would be happy for the Amrour hitpoints to stay constant and the Hitpoints of the armour to be the "condition" of the armour, defining its lifetime.
WyrrWomble
IB inbreed
Infinity
Message Edited by Kaleborn on 11-20-2004 02:24 AM
I reserve them for when I KNOW my ass is going to get singed. Nowadays I use my L4 REed armor based off the 2047 mass Sienar Light Military "Yadda Yadda" armor.
If they're going to make armor this goddamned brittle, they need to make the SW-made stuff as good as the looted so we can buy it by the goddamned CRATE.
***Oh yeah, a tip - NEVER EVER GODDAMNED EVER REPAIR at stations that are limited repair unless you have no choice (even if you have no choice, LANDING and repairing the armor with a kit, or completely breaking down the ship to a deed and transporting the old-fashioned way, is preferable). You'll get dinged for TWO decays, one when they repair to 75%, and the other when you repair at a better equipped station.
There should be an option to "Just repair the engine and reactor, thanks" option to save them from touching the armor and causing MORE decay.
Message Edited by KaylBreinhar on 11-20-2004 08:42 AM
Kaleborn wrote:
They can do different things with armor I guess. I kinda like the thought of it decaying a little bit each repair. To simulate how it get's 'beat up' with all the constant blaster fire.
I wonder if they reduced the decay to 1% of it's original max value with each repair if that would balance out?
So a 1000 effectiveness armor would lose 10 pts every time it get's repaired...
I think the going rate for any other item is something like 42 repairs(or is that 42 deaths) before they fall apart right? Doing the 1% thing on armor would still keep it well ahead of the curve as far as frequency of replacement. You'd probably want to replace it soon after 25 repairs (25% armor loss) or so.
Not having the armor stat decay at all would be even sweeter (only hp or condition decays), but I'd settle for a simple reduction in frequency. And lowering it's resource requirements a bit so SW could drop price slightly wouldn't hurt either...
Message Edited by Kaleborn on 11-20-2004 02:24 AM
How about if your guns or engines or reactor stats dropped each time they took damage to simulate them getting blasted? Kinda suck then huh?
Tyranus
Message Edited by Kaleborn on 11-21-2004 01:47 PM
Message Edited by Kaleborn on 11-21-2004 01:48 PM
PetaByte32 wrote:
First this isnt a thread against decay. I am all for it. So please dont autoflame me.
Armor Decay is good except it affects the "Armor Hitpoints". This means I have had to make 30 panels just for my ship alone. Add to that the guild's needs and I am going crazy making armor. Once armor gets to 2/3rds its pretty much junk compared to stuff one level lower so have to replace.
I would like to see decay only affect the actual hitpoints of armor and not the "armor hitpoints". Or maybe allow us to make armor in the factories. People go through armor more then anything else.
Tyranus
I agree. Totally. Options?
- Leave as is, lower QTY of resources, allow to craft in factories
- Change it so HP "decay" not armor until HP are below say 200 or something, then armor decays significantly.
As a shipwright we must have a market to sell. And many people I know just use looted armor (as I do in my lower mass craft) because it goes sooooo fast they dont even bother to buy. We need to adjust this so Armor is worthwhile (saved components, keeps you in fight, etc) but is not gone after a day or 2 of fighting (or one of the ties with the rear guns) so people will acually purchase it
Little-Green-Guy wrote:
stop complaining and leave it the way it is.its fine...
lmao @ the greedy little rodian. I wondered how long it would take you to chime in.
Business must finally be slowing down. You've got time to make armor. ![]()
Seriously though, the problem currently is that if you have level 7 armor and get it shot up to 0AHP left, when you repair it, it has the mass of a lvl 7 but with lvl 5 AHP. (This may be slightly exagerrated. I haven't looked at the numbers for a while, but my point is that the first repair causes the biggest hit to AHP).
Message Edited by NasherUK on 11-24-2004 09:56 AM