Like insurance premiums and space bog roll, it's ignored because it would add nothing to the gameplay.
Mea Culpa
125k from 10 million so a massive 1%
And it was a landing fee tariff as explain I'm the galnet post when introduced with the comment that fuel scoops offered an alternative but people didn't like it so retail costs of fuel dropped below wholesale rates.
Does that make more sense.
People hate the idea of larger ships even having higher docking fees, buried in fuel cost like road user charges are today, arguing it doesn't make sense.
Nexo hit it on the head
People complain of a lack of depth but hate anything that makes then change what they do or slow down their 10s of millions an hr profit.
People want a dynamic economy but scream nerf if their repeatable trade route drops the profit by 5%
People want dynamic security and system states but would scream if farming a RES for days on end killing every pirate actually resulted in a drop off in the number of pirates as they are either all dead or go somewhere safer.
We often see a I only made 5 million an hour in a Haz Res today have they been needed thread.
People call the AI dumb but as soon as it puts up a fight it's either too hard or slowing down CR and hr. Honestly thing people will complain when the folly AI pirates disappear as it will mean no free money.
The only changes people want is the X activity needs make Y+1 million and hour as Z activity is more profitable.
Which is followed by Z needs to make Y+2 million an hour as X activity is more profitable.
And the credit inflation continues
Actually in FE2 there is also no repairing wear and tear available at the end of every trip, so it kinda evens out in a way (ie. constant minor service vs yearly major service).
I think the biggest problem with putting in the need of major servicing is the game's timescale itself. In FE2 time can be compressed. In ED time cannot.
They only care to see the game get bigger and shallow.
It's this way because there is a "right" way to do everything, and you can be sure Frontier will never actually get it "right", because the community is sure to make this clear (you are wrong, here's a spreadsheet to explain) every time something changes.
Frontier can't win. They can however develop a game that doesn't make everyone happy, but is however mostly playable. And I'm happy to have a few grumbles, and yet be able to play the game, than have no grumbles to speak of around mechanics - but a game that's just unplayable.
Mea Culpa
125k from 10 million so a massive 1%
And it was a landing fee tariff as explain I'm the galnet post when introduced with the comment that fuel scoops offered an alternative but people didn't like it so retail costs of fuel dropped below wholesale rates.
Does that make more sense.
People hate the idea of larger ships even having higher docking fees, buried in fuel cost like road user charges are today, arguing it doesn't make sense.
Nexo hit it on the head
People complain of a lack of depth but hate anything that makes then change what they do or slow down their 10s of millions an hr profit.
People want a dynamic economy but scream nerf if their repeatable trade route drops the profit by 5%
People want dynamic security and system states but would scream if farming a RES for days on end killing every pirate actually resulted in a drop off in the number of pirates as they are either all dead or go somewhere safer.
We often see a I only made 5 million an hour in a Haz Res today have they been needed thread.
People call the AI dumb but as soon as it puts up a fight it's either too hard or slowing down CR and hr. Honestly thing people will complain when the folly AI pirates disappear as it will mean no free money.
The only changes people want is the X activity needs make Y+1 million and hour as Z activity is more profitable.
Which is followed by Z needs to make Y+2 million an hour as X activity is more profitable.
And the credit inflation continues
Inconvenience players for the sake of inconveniencing them and making them spend more money?
Got it.
I think that is a wrongful assumption for this game actually ships in Elite is actually more equivalent to car than actual sea going vessels - because of the fact that most people don't even need to use or own a sea going vessel.
If maintenance of lifespan of a ship in Elite is measured in hours, people would be going bankrupt left and right, because basically you are saying a car also needs have parts replaced every trip.
If that is that case cars can only be owned and afforded by big corporations and runs to a schedule. That is NOT the case, same as in ships in Elite.
Also, you are assuming using current materials technology on a sci-fi game. One would be safe to assume that materials technology in 3300s would make parts a lot more durable and reliable, because otherwise, as mentioned above, owning ships will be out of reach of any individual civilians and the premise of this game wouldn't have been possible.
What would be the upside to such a thing ? What additional benefit is there ?
the original post, talks about various detrimental things. Modules malfunctioning. Things requiring frequent ship rebooots. That kind of thing.
So, you fly with your modules at 100% repair all the time. Any time a module can't be repaired to 100% you sell it at 99% condition and buy a new one.
Ends up, you have effectively an ongoing bill to operate the ship, and operating out of anything other than the best stocked starports is inconvenient.
So, why would you let your systems run down to the point where their performance is degraded ? What advantage is there in doing that ? Pressing J to engage frame shift drive, only for it to malfunction time and time again, well, that's frustrating and annoying. Why would you willingly subject yourself to that ?
Operating from starports where new modules are not available, becomes less viable. Why penalise players wanting to set up in the less-well travelled areas ?
In other games, where player equipment degrades, there were various skills and such that the player could use to maintain their equipment, in some cases making it better than original. E.g. perks in the Fallout games to reduce or eliminate weapon wear. Skills in the Elder Scrolls games, to repair armour and weapons to 125% condition, making the peak performance last longer.
It adds gameplay opportunities.
...
Ship modules should wear out and "get old". Even if you take no physical damage. And normal repairing would not make them as good as new again. When the module gets older and older it starts to behave more and more erratically, like for example fsd drive loading would reset from time to time, old sensors would start to show glitches...
It adds gameplay opportunities. It doesnt need to be bad if its well implemented.
It could add that famous word used and reused in these forums and feared by the Withe Knights, "depth" to the game.
i've seen too many of these type of threads "hey let's have our ships randomly crap themselves just for the fun of it" to become a little concerned that FD might actually take note of these suggestions and build them into the game - e.g. whoever the wombat was at FD that decided that fixing smuggling missions in one part of the galaxy was best served by nerfing ALL missions EVERYWHERE - he's the one that would implement it and think it was a great idea
maybe FD could incorporate a Difficulty setting in the Options screen, e.g.
Normal setting - things work as they currently do.
Hard setting - random module failures. canopy suddenly blows out for no reason. FSD explodes after 2 jumps. suddenly you lose the ability to pitch downwards or yaw left. your weapons frequently refuse to deploy. random murder charges appear just for the hell of it. landing gear fails, life support fails... wow, think of the fun you'll have!
that way you can slog through a pointlessly difficult game without making the rest of us suffer too.
Such as... ?
Malcolm Reynolds or Han Solo does not have the luxury of 100% good as new and functional ship, why ED commanders should?
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Have module malfunction be a more important part of gameplay. It forces you to be more creative and think on your feed.