Python's bulkhead upgrade imbalance...

I used military class bulkheads in the Cobra and the Asp that I owned some time ago. They served really well. I was able to live to fight another day againgst large ships because my hull took the damage long enough for me to flee!


Now I have a Python. Military Class bulkheads cost 50.000.000 credits!!! I started trading to make 50m to buy those bulkheads...
Then I made the math...


10% damage on the Python's hull cost around 200.000 credits.
Typically, when my shields fail I run!
Even the best armed ship cannot hurt a fleeing Python more than 20-30%, even 50% for the arguments sake...
Fleeing with a 50% damaged Python is something that does not happen very often.
50% hull damage would be 25% with military bulkheads.
In the case above the repair cost is 1.000.000 (light alloy) or 500.000 credits(military).


So, bulkheads start saving you credits after you flee 100 times with 25% damage!


Plus, the insurance is 2.500.00 more credits with the military class bulkheads, so a stupid boost against something solid will cost 2,5m more because of them....


Speaking of game imbalance. Python's buklheads are insanely expensive!
 
Plus iirc the damage costs are being dramaically reduced in 1.2 .... someone posted that a previous approx 300k repair in 1.2 cost around 10% of that (30k)
So maths could be even further out then
 
Plus iirc the damage costs are being dramaically reduced in 1.2 .... someone posted that a previous approx 300k repair in 1.2 cost around 10% of that (30k)
So maths could be even further out then

That would be a change to the right direction.

I think 10M would be the right price for the military bulkheads... (or the 10% of the total value of the ship. A good equipped Python costs 120M)
 
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For me it is more a case of the rare occasion that you get taken down below 30% with military grade bulkheads , if you had regular ones you would be dead but with military grade ones you will survive.
 
Put it this way. The armor does zip toward protecting your drives or any subsystems. An encounter with a player that knows their game with you in a Clipper/Python/Anaconda or any other ship with strong hull will end with your drives disabled if you let your shields down. So running when you still have 1 ring of shield + a couple of batteries is the best course of action (unless you're winning). Armor is there on my ships because the selling price is the same as buying, so it's nice to have them while they're in dock, when I am actually using them I most likely just go without them.
 
For me it is more a case of the rare occasion that you get taken down below 30% with military grade bulkheads , if you had regular ones you would be dead but with military grade ones you will survive.

Military bulkheads take 50% of the damage, so 30% with those would be 60% with light alloy.

Even in case of death, 50m covers 8 times the insurance of a 120M Python.....
 
Also your argument is based purely on the cost effectiveness of running and repair.

If you do not want to run but fight it out (and cost isn't a concern) having twice as much hull will make quite a difference to you (and to the craft you might be protecting).
 
Bulkhead prices should be reduced across the board. It usually works out that Military grade cost roughly the same as your ship... which I've always found a bit stupid.
 
Also your argument is based purely on the cost effectiveness of running and repair.

If you do not want to run but fight it out (and cost isn't a concern) having twice as much hull will make quite a difference to you (and to the craft you might be protecting).

True, but until now there is no such scenario. From my experience with E:D, the dogfight ends when you loose shields. An NPC may fight to the end, but this does not make ANY sense for a real player....
 
Bulkhead prices should be reduced across the board. It usually works out that Military grade cost roughly the same as your ship... which I've always found a bit stupid.

Yeah I agree, that's really stupid. BH prices need to come way down to really be any incentive considering Sub-System targeting, anyways.
 
I used military class bulkheads in the Cobra and the Asp that I owned some time ago. They served really well. I was able to live to fight another day againgst large ships because my hull took the damage long enough for me to flee!


Now I have a Python. Military Class bulkheads cost 50.000.000 credits!!! I started trading to make 50m to buy those bulkheads...
Then I made the math...


10% damage on the Python's hull cost around 200.000 credits.
Typically, when my shields fail I run!
Even the best armed ship cannot hurt a fleeing Python more than 20-30%, even 50% for the arguments sake...
Fleeing with a 50% damaged Python is something that does not happen very often.
50% hull damage would be 25% with military bulkheads.
In the case above the repair cost is 1.000.000 (light alloy) or 500.000 credits(military).


So, bulkheads start saving you credits after you flee 100 times with 25% damage!


Plus, the insurance is 2.500.00 more credits with the military class bulkheads, so a stupid boost against something solid will cost 2,5m more because of them....


Speaking of game imbalance. Python's buklheads are insanely expensive!

check conda bulkheads then
 
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