Running Costs, Parts Degradation and Failure: Yes or No

The hull wear and tear we have now is largely trivial and unfinished.



Long enough to know that you're mistaken.

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I am not mistaken at all, I am well aware the original incarnation of ship integrity was scrapped, which should be self evident from my use of the phrase "Now, as your integrity drops". Only the way reduced integrity affects ships changed along with a reduction in the rate of wear. The factors causing reduced integrity remained, it has always worked that way, and was confirmed by the developers an age ago.

Reduced ship integrity causing damage to ship modules raised enough of a stink in the forums that is was dropped by the developers. Keeping it in game at any level that is meaningful has a serious impact on exploration and how far any ship would be able to travel beyond the bubble. They compromised and we now have the current iteration. Are there arguments for increaing the rate of wear and the impact it has on damage to the hull, sure; but module damage is unlikely to ever return, at least not at a level that has any impact on gameplay.
 
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From a game design perspective I see it as a trade off. Frontier: Elite II had eventual ship/equipment failures if maintenance wasn't performed within a game year . But one could save the game with as many Commanders as one desired with FE2. Thus lots of backups. Not so in ED with one Commander per account and a really dangerous arena where dying can cost a lot! I think that the enemies you encounter tearing up your ship is more than enough.
 
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Yes please.

This was one of the promised things during Beta. They tried it briefly, then transmogrified it into the much maligned "Ship Integrity" repair bill, then removed it because of whining.

I'm also still waiting for the Used Ship dealers that sell us malfunctioning jalopies on the cheap.
 
No thanks, i do like the idea but it would completely end exploration.

Unless, perhaps, ships came with a type of fabrication station that allowed you to construct and conduct repairs to your ships. Your requirement would be to source the required materials to construct what's needed to make repairs to your ship.
 
Unless, perhaps, ships came with a type of fabrication station that allowed you to construct and conduct repairs to your ships. Your requirement would be to source the required materials to construct what's needed to make repairs to your ship.

that could be workable, but I think that exploration is already time consuming enough without adding an extra time sink on top of it.
 
Nope, nope and triple nope, there is already way way way too much grind in this game to make finding time to actually "play" very scarse (i.e. fly around rather than trying to get a module fitted in a buggy Outfitting screen, trying to accept a mission with the next one failing automatically etc. etc.)
 
All well and good, but I am 366 jumps from Sag A* and I don't have an AFMU :)

Good point :)

Well as said above, I'd like to have additional manual repairs with space legs. This could be activated without the need to return to the bubble.

Generally I like every idea that adds complexity, you just need to be careful that it's not a useless timesink that gets annoying after 3-5 repairs.
 
Hindsight is 20/20. Thems the breaks, kiddo.

Then again, the way patches are going you'd have a whole month to get back to the bubble before the change was implemented.


It's been a very long time since someone referred to me a 'kiddo' :) .. how well can you see that going? .. there must be a loads of CMDR's 1000's of light years away from an outfitters.

And if I did have to turn back because if I didn't my ship might explode (I don't want to explode!) I'd lose my turnips!
 
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I flew all the way to Sag A* with a pair of AFMUs, neither of which I barely used.

On the whole trip I did abot 3-4% damage to my hull systems from crashing in to stars, from being distracted.
Which is the only danger for explorers in ED. Lol
 
It's been a very long time since someone referred to me a 'kiddo' :) .. how well can you see that going? .. there must be a loads of CMDR's 1000's of light years away from an outfitters.

And if I did have to turn back because if I didn't my ship might explode (I don't want to explode!) I'd lose my turnips!

There could be quite a few unhappy explorers when the Thargoids turn up. Probably best to start heading in now [where is it]

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I flew all the way to Sag A* with a pair of AFMUs, neither of which I barely used.

On the whole trip I did abot 3-4% damage to my hull systems from crashing in to stars, from being distracted.
Which is the only danger for explorers in ED. Lol

Same here. Totally pointless bit of kit
 
I flew all the way to Sag A* with a pair of AFMUs, neither of which I barely used.

On the whole trip I did abot 3-4% damage to my hull systems from crashing in to stars, from being distracted.
Which is the only danger for explorers in ED. Lol

And landing on planets if you're not careful.
And getting neutron boosts badly, badly wrong.
And getting stranded because you badly miscalculated your fuel levels.

But apart from that it's all good :)
 
I personally feel they could get that "Millenium Falcon" feel by introducing second-hand ships. These would come with pre attached ship kit, paintjob and come more-or-less fully fitted out (depending on relative price) and may even include some engineer mods, but the catch is, none of the parts can be restored above 85% integrity, so you will always be prone to equipment breakdowns.
 
Good thoughts on both sides of the discussion. Seriously, thanks folks.

I just want to clarify: AMFU would definitely need an overhaul here. It would need to work with the new system.

Another concern: barring a shattered canopy, I don't think life support systems should suffer damage or degradation over time.

Mainly, it would be a direct hindrance as opposed to immersive wear and tear on the ship itself. Second, it doesn't make sense; it's an air recycling system; it should last year's without needing repair, or even much maintenance. And let's not get so granular that we need to manually replace air filters periodically inside the ship.

What I'm thinking of is wear and tear that is within the players circle of influence. Longer jumps cause more strain than shorter. Both add up, slowly. Running full throttle takes more of a toll than Blue Zone flight. Weapons put more strain on power systems than lack of them. At ALL times, the strain on your ship, is within your control. And A rated stuff wears more slowly.

The only time RNG would be involved, is in type and degree of malfunction. That's long after stuff wears to the threshold of causing problems.

This system could also open the market for "damaged/used goods" at cheaper prices. Take your chances with that A rated, Used FSD...But know that it's never going above, say, 50℅ integrity again. Great performance, on the cheap...If you're willing to risk it.
 
I personally feel they could get that "Millenium Falcon" feel by introducing second-hand ships. These would come with pre attached ship kit, paintjob and come more-or-less fully fitted out (depending on relative price) and may even include some engineer mods, but the catch is, none of the parts can be restored above 85% integrity, so you will always be prone to equipment breakdowns.

Not being able to restore them above 85 is rough. Missiles do too much damage to modules for that to be playable.

How about full repairs, but they degrade faster than a typical module?
 
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