Cheers, thanks guys! =D
Hi everyone,
a server update is incoming at 3.30pm BST. They will be down fore up to 30 minutes.
There are two changes for this update. The first addresses the server stability issues encountered last night and the second tackles the repair cost issue.
The fix should bring repair costs into line according with a module’s cost and current integrity; at zero health the maximum repair cost should be one percent of a module’s base value.
The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.
We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up.
Thanks
Michael
Hi everyone,
a server update is incoming at 3.30pm BST. They will be down fore up to 30 minutes.
There are two changes for this update. The first addresses the server stability issues encountered last night and the second tackles the repair cost issue.
The fix should bring repair costs into line according with a module’s cost and current integrity; at zero health the maximum repair cost should be one percent of a module’s base value.
The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.
We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up.
Thanks
Michael
...The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.
We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up...
I'm feeling like a beta tester.
Can you please do these balancing changes and fixes in the beta stage?
Sorry to be the one to tell you this mate, but you are a beta tester.
It's been this way with all of FD's updates. (all three of them)
Ah, I was suspecting something was wrong; I ranked up to "Master" and am allied with the Empire : I should have received the permit for Achenar unless I missed something?
I'm feeling like a beta tester.
Can you please do these balancing changes and fixes in the beta stage?