ASP - 33% Ship Integrity = 847,382 CR: Rebuy = 1 million

empirical test #4

ASP LOADOUT

Weapons and Utils
NONE


Internal Components
LIGHTWEIGHT ALLOY
E2 REACTOR
E4 THRUSTERS
D4 FSD
E4 LIFE SUPPORT
E1 POWER DISTRIBUTER
E5 SENSORS
C3 FUEL TANK

CARGO EMPTY

Asset Value according to shipyard 5,641,069 CR

2 JUMPs 13LY(APPROX)
375K LS SUPERCRUISE OUT FROM JUMP POINT (OPPOSITE DIRECTION TO GRAVITY WELLS ETC THEN SC BACK TO STATION THEN DOCKED (APPROX 750K LS travelled SUPERCRUISE TOTAL)

FUEL COST 854 CR
REPAIR ALL COST 3,876 CR gorram it I got interdicted just before my station and took 2% hull damage from a psycho before I finished spooling up the FSD teach me a lesson for not having shields hahaha

SHIP INTEGRITY 92% (WAS 100% BEFORE FIRST JUMP) WITH REPAIR COST 59,587 CR

PAINTWORK 92% 7 CR REPAIR COST (Sorry I think I posted UNIT cost on the other tests)
THRUSTERS 97% 2 CR REPAIR COST
POWER DIST. 97% 0 CR REPAIR COST
HULL 98% 3,869 CR REPAIR COST

ALL OTHER MODULES INCLUDING HULL 100%

SUPERCRUISE AT MAX SPEED UNTIL CLOSE TO DOCKING STATION


8% ship integrity loss for 2 jumps and around 750K LS travel in supercruise...

I am a bit surprised... about 14 million difference in asset value and only around 5K difference in integrity repair cost... I think the base level integrity repair cost is not affected by quality of the installed modules much at all and maybe only by the total number of modules installed...

it would make sense that higher quality items (higher grade) would cost more to fix, but also it should be that higher quality items actually suffer less integrity damage as that would be part of why they are higher quality and cost (SURELY???)

I mean a class 5 grade E drive should degrade faster than a class 5 grade A one, they both perform the same function although the grade A one can send you further (in this example) they should aslo suffer less integrity damage and that should be appropriate to the grade...

So you would need to repair the E grade more often than the A grade but the A grade would cost more to repair if it has degraded to the same % as an E grade one, by this I mean if an E grade has degraded to say 80% and costs 20K to fix then an A grade at 80% should cost 100K to fix but should take 5 times longer (time / distance travelled /used) to degrade compared to an E grade one...
 
I am a bit surprised... about 14 million difference in asset value and only around 5K difference in integrity repair cost...

It is important to logout after changing the module setup. This seems to be a bug. The repair cost is always based on the module setup you had when first logging in.

Just log out now, login again and the repair cost should be dramatically lower. Itook me a very long time to come to this conclusion.
 
Excalibus: it's because you need to log off and back in again after changing your equipment for the W&T values to reset - as mentioned by J'Zargo in the other big thread with testing.

edit: oops ninja'd. :)
 
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exploit test

put absolute bare minimum items on
REACTOR E2
FSD E2
FUEL C1
POWER DIST. E1
ASSET VALUE 5,583,723

Integrity Repair Cost 59,883 CR

Logged out completely and exited the launcher and then restarted the game

Integrity Repair Cost 262 CR

Defintely exploitable

Adding back the high end equipment before repair
I could not replace all my modules to the old high end ones but was able to do most of them

Repair Cost 262 CR

Definitely seems the system only takes the value of the asset at login...

Buying a sidey to test the swap ships aspect ...

after swappomg from the sidey back to the asp, repair from 92% Integrity cost 46,933 CR.

I think that you would not need to sell your asp, just sell all the modules / downgrade the rest then buy a sidey, and swap back to the downgraded asp then repair and reinstall your modules...

yup just confirmed that aspect as well so no need to even log out and the cost is esseintially 10% of a sidewinder if you sell the sidey afterwards...

Ticketting it and will post the details the bugs forum...
 
so what should essentially be happening is the game client should be actively assessing the value of the ship or the value of the modules currently installed when you go to repair not when it gets the first loading of the ship data, I mean I could change modules for higher or lower grade at any point and that SHOULD affect the repair cost in a live manner...

if they wanted to make the system better they should actually apply the % of integrity of a module to the price you can sell it for, eg if the module has degraded 10% then it should sell for about an appropriate % lower value, that would essentially remove the exploit... it the cost of a class 5 A grade FSD is 5 Million then when it gets to 90% it should be worth 4.5 Million but should be able to be repaired for 500K but should also take 5 times longer (or more) than an E grade drive to degrade (as an example) so yes it will cost more to fix but take longer to do so...

Although perhaps they can have the affect a little less drastic and have it at 10% of the actual Integrity Degradation so that class 5 A grade drive would cost 50K to repair at 10% degradation while an E grade would cost around 600 Cr to repair at 10% degradation but would degrade 5 times quicker... (another words would cost 3K for the same mileage)

that to me would make more sense
 
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so what should essentially be happening is the game client should be actively assessing the value of the ship or the value of the modules currently installed when you go to repair not when it gets the first loading of the ship data, I mean I could change modules for higher or lower grade at any point and that SHOULD affect the repair cost in a live manner...

if they wanted to make the system better they should actually apply the % of integrity of a module to the price you can sell it for, eg if the module has degraded 10% then it should sell for about an appropriate % lower value, that would essentially remove the exploit... it the cost of a class 5 A grade FSD is 5 Million then when it gets to 90% it should be worth 4.5 Million but should be able to be repaired for 500K but should also take 5 times longer (or more) than an E grade drive to degrade (as an example) so yes it will cost more to fix but take longer to do so...

Although perhaps they can have the affect a little less drastic and have it at 10% of the actual Integrity Degradation so that class 5 A grade drive would cost 50K to repair at 10% degradation while an E grade would cost around 600 Cr to repair at 10% degradation

that to me would make more sense

what would make the most sense is removing integrity entirely, all it is is a "spend X hours trading" stat the punishes everyone equally, you may as well just remove it lol
 
what would make the most sense is removing integrity entirely, all it is is a "spend X hours trading" stat the punishes everyone equally, you may as well just remove it lol

I acually like the idea of this aspect of the game... and it ties in with the previous versions where the hyperdrive would / could fail at any time after it was beyond its service date...

I think it does add a little bit of diversity to the game as you do not need to actually repair the integrity if you choose to accept the ultimately 30% loss in hull strength...

For a lot of people (explorers, miners and traders mainly) it does not really affect their overall game, explorers are out in the wilds where chances are they will rarely see other ships once they are far enough away from the inhabited systems, miners usually do not spend a lot of time in supercruise so it does not affect them that much at all and traders earn more than enough to be able to pay for integrity repairs.

Those who it does affect the most are the combat orientated ships such as pirates and bounty hunters that tend to spend more time in supercruise although it has been found that the time spent is not the issue, its the distances travelled that seems to clock it up...

more testing will be done on the interdiction mechanics effect on integrity no doubt

I actually wish it was more 'involved' than the simple mechanic it currently is, I would love to see module integrity affected more by use than just how far someone has travelled in supercruise, to see weapons / modules become erratic is their integrity drops through heavy use etc...
 
Integrity can stay for all I care IF they sanitize the cost, aka NOT having to pay more than a rebuy would cost, or a full repair, and make it monitorable in flight so you know when you should stop going deep space and instead go for a repair
And why does paint get repaired with the Repair All but not integrity? Or why can you NO WHERE check it except where you can fix it?

I know I could go on exploring with 0% and be fine, but guess what?
I'd expect them to make an update then that kills you for having 0% like the reactor failing, I wouldn't put that past them, and there I am then one day, full of exploration data, wanting to continue my tour, instead I blow up right away.

Thanks no.

My ASP currently only lacks a few % too and it already costs me 80k to repair that -_- that's pretty much what I get for cashing in the data I got from putting that damage on it, had a few hundred thousand Ls systems I came across.


And thanks Excalibus for all that testing, gotta honor someone putting that much time (and money) into testing that.
 
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:eek: This is ludicrous, if I wait until I have 0% ship integrity it'll be more than the rebuy.

However if I sell all my A Class modules, self destruct I'll save 600k, go figure.

Fully Kitted ASP Rebuy Cost
View attachment 14751
Ship Integrity Cost
View attachment 14752
Downgraded ASP Rebuy Cost
View attachment 14753
Ship Integrity Cost
View attachment 14754

Guess what I did?

You might do that more often than you want,,, have your worked out how much 1ly of fuel costs you yet?
 
just throwing this out there, but does the same issue occur if you don't fly at max throttle, and instead stay in the blue band during flight; is the issue due to thrashing the engines? I don't recall ever having the scary w&t on any ship, including the Asp, up to my Conda, so it could be due to how you get from A to B?
 
I have a Conda and the ship integrity says 93%, and to restore that it wants $28K+, uhmmm...all I've been doing is mapping the stars. This is above what I have to repair after a fight and buy additional ammo, shield banks, etc.
I just sold some star maps and made 33K credits...so, should I give it all away to restore my ships "integrity" for 6 hours of work (play)?....I don't think so.
They need to fix this
 
I have a Conda and the ship integrity says 93%, and to restore that it wants $28K+, uhmmm...all I've been doing is mapping the stars. This is above what I have to repair after a fight and buy additional ammo, shield banks, etc.
I just sold some star maps and made 33K credits...so, should I give it all away to restore my ships "integrity" for 6 hours of work (play)?....I don't think so.
They need to fix this
Weird, my ASP is at 85% integrity and it'd cost me 60k to repair that, which is roughly the same as your cost for the 7%, but your ship costs fricking ten times as much bare alone o_O
 
I'd like to add my voice to those who say this game mechanic is horrible. After doing as much horrible trade grinding as I care to, enough to have a kitted out ASP.

I like to have fun doing this - cruise for pirates, interdict, kill warrant scan, takedown, repeat.

But I get heavily penalized for trying to have fun this way, its a serious loss making enterprise.

Coming out of FSD costs me 5-10% hull per interdict, Interdicting is SC travel heavy, so when I get back to a base I will have a badly damaged hull and lost a lot of ship integrity, losing 6/7 digits figures per run is easy. its just horrible.

I'd like the devs to remove integrity entirely.
 
I'd like to add my voice to those who say this game mechanic is horrible. After doing as much horrible trade grinding as I care to, enough to have a kitted out ASP.

I like to have fun doing this - cruise for pirates, interdict, kill warrant scan, takedown, repeat.

But I get heavily penalized for trying to have fun this way, its a serious loss making enterprise.

Coming out of FSD costs me 5-10% hull per interdict, Interdicting is SC travel heavy, so when I get back to a base I will have a badly damaged hull and lost a lot of ship integrity, losing 6/7 digits figures per run is easy. its just horrible.

I'd like the devs to remove integrity entirely.
Giving that it's nothing but additional hidden wear on modules, as it was multiple times by now stated and proven that the ship value changes the costs not at all, they might as well scrap it and instead make SC cause slight module damage over large distances instead.
Repair costs would automatically become less as repair is for mysterious reasons cheaper than integrity, atleast it always was for me, and with the 1.2's reboot and repair function you could still revive totally broken modules, assuming you got enough not broken ones left.

I don't mind having some maintenance being needed apart of SC drop, heat and combat damage, but integrity at this point is just insane and makes long distance SC absolutely undesirable in anything past a cobra. Though a well kitted cobra would probably reach integrity costs of an ASP too to some extend.
Also why do WE get damaged from "winning" the stupid interdiction minigame but npcs not?
Everyone is equal and some are just a little more equal, eh?
 
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