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Welcome to Vendetta Online 1.7.4

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Oct 13, 2006 Antz link
I think what he meant was

if (total_ship_value_when_bought < repair_cost)
repair_cost = total_ship_value_when_bought;

For one I disagree, as shipping parts can get more expensive than parts themselves quite quickly (e.g. buying a tradegood at 50c/crate and selling it at 300c at another station), and so it is reasonable for a ship to be more expensive to repair than the original cost.

For a real-world example, if you are in US and drive a car that was made in US, it will be cheap to fix. If you on the other hand drive a Russian UAZ, and something on it breaks, you would need to get a part shipped all the way from Russia, which will in all likelyhood cost more than the cost of the car in Russia (or at least quite close to).

From what I have seen so far the repair system is working as intended. The discussion is mainly if what you intended is what people are prepared to put up with :-) . Personally I am happy with the way it was implemented.
Oct 13, 2006 Professor Chaos link
Good point Antz.

As for my suggested system being good from an RP perspective, well, this is an RPG is it not? If there isn't a way to make the medic profession worthwhile without sacrificing roleplay, then there shouldn't be a medic profession. I think there still may be a place for medics in small capital ships with a lot of cargo space. Without an easy to use magical repair beam, mid-combat repairs wouldn't be practical anyway (I don't know if they're practical now, I've never tried it). But, if you have someone in your fleet who isn't so hot at combat but wants an important position, then put him in a small cap ship equipped for repairs and stocked with anything you anticipate needing in the course of a drawn out battle. Put him out of the way, and be ready to defend him if necessary. If someone desperately needs a repair, he can call for help and be escorted back to be repaired. The escort can take care of problems along the way.

On a side note, if the repairs work the way I proposed, it would be interesting if a certain part of the ship couldn't be replaced at a certain station because they were out of that part and it was too damaged to be repaired.
Oct 13, 2006 Antz link
Yes, it is an RPG... I played as a medic in H2 today and it was fun! In fact I would further ask for some weapon replenishment addon to enable people to act as complete mobile resupply bases, able to repair and equip underway ships with ammo for various things. I can not see it being easy to implement though, as it would require the ability to buy and stock ammunition in cargo hold, and some way of shooting the ammunition to another ship for them to use. I really have no idea how that would work. :-/ Jettison the ammo and if a ship runs over a crate they can equip, use the ammo to replenish existing magazines? Another "magical beam" weapon that replenishes ammo?

EDIT: To add in reply to your post about needing things to repair underway, and getting rid of medics and magic beams, it would indeed be too complex to use if such a system existed, and no one would do it. Besides it would take a long time to implement a repair system that complex, and I feel our beloved developers' time can be spent far far better (like removing the no FF :-) ), so if it is between getting rid of medics or implementing an intricately complex and unusable repair system, get rid of medics!
Oct 14, 2006 Professor Chaos link
I agree. It would be cool, and there's a way to do it that would be useful enough to be worthwhile and people would do it, but tricky enough to be a fun challenge, but it would require a lot of experimentation to get it right. It's not a priority, just something cool in the future.

For now, lets hope player owned cap ships come soon and use them as the mobile base.
Oct 14, 2006 Antz link
Yeah, that would make medics more-less redundant and would also act as a resupply base, i.e. providing what I suggest in a simpler way. Let's hope they come soon!
Oct 14, 2006 RelayeR link
A lot of this thread is filled with really interesting "suggestions". Please start such a thread in that forum.
Oct 14, 2006 moldyman link
Rapri modules fire nanites. The nanites can do more or less work depending on the amount of charge one puts into the beam to energize them, sorta like winding up a toy.

Something Joyce suggested: The nanites repair the hull only, human mechs are needed for the inner workings.

What I would add is that nanites are only a temporary fix. I mean, they repair things, let's say the hull, but where do they get the materials? From other parts of the ship. It's a weird analogy but it's sort of like taking hair from another part of your body and transplanting it to your head. These borrowed parts would need to be replaced or reinforced later, RPwise.

A note on infield combat repairs: Unless you got a crack shot who can do it while they and their target dodges, what ends up happening is the medic sits far away and the repairee turbos to them, at least 2,000m from the fight. With proper aim and piloting, 10,000 armor points should be repaired in five seconds or so. I know because I've done so once or twice in Nation Wars. Only problem are interlopers.
Oct 14, 2006 bojansplash link
Just give us guild stations in grey or guild connies/carriers.
Oct 14, 2006 LeadFist link
100% behind the current ship repair costs. If a player can't afford the cost of repairing a rare and distantly-sourced ship, then buy cheap and buy local. Funny, that's the way car ownership works IRL. [Thanks to whomever brought up the Russian car example, above.]

Speaking of affordability, three-to-five trade runs in an atlas or centaur will net a player plenty of coin for ships and repairs alike. There are game-sanctioned and player-generated earning opportunities, too. In fact, the Deneb Run is scheduled to start in about four hours from now.
Oct 14, 2006 ananzi link
dude, ship parts could be buy/sell commodities, or maybe even ships themselves.

then people (or NPCs?) could make money by transporting popular ship parts and/or ships to sedina and selling them to stations for good prices. theoretically in a market economy, this would lower ship and ship repair costs in sedina. lolly lol.

what would really funky is if there were a space 'ship transporter', just like nowdays we have trailer-trucks that transport automobiles on a long trailer.

that should only take you know, 5 minutes to implement. im an expert programmer with turbo pascal, and i cant see why it would take longer.
Oct 14, 2006 jexkerome link
Ananzi: ship, weapon, and station parts ARE trade goods now, where have you been?

I like it that pie rats are much less willing to risk they shiny valks in greyspace now. More power to the traders!
Oct 14, 2006 ananzi link
jex whole ships are not.. besides.. are those parts etc supplies really affecting ship repair price? how do we know which parts influence the price of ship repairs? ... and what about labor? is it harder for xang xi to repair a raptor than tpg, so much that it costs as much as the entire ship for them to do it? are the ships that different?

we have no way to find out, no list of what parts go into manufacture and/or repair of ships? or what?

curiouser and curiouser.
Oct 15, 2006 davejohn link
Some welcome additions, many thanks to the Devs.

The repair cost implementation is good, I like the idea of a loading it if the ship is not available at the station where it is to be repaired. Another good move towards a true economic model.

Perhaps in the long term repair costs could be offset against a mission , for instance XX could offer a cheap repair for ships engaged in a Hive Hunt.

Ecka