Ship integrity in 1.3

It also depends if you are Allied with the repair station...
When I was friendly with a station, my Anaconda cost 60,000cr to fix 1% of hull integrity (in 1.2), but was 30,000cr when I was in an Allied station.
 
Integrity, not repairs.

Its the hidden evil...

What are the consequences of ignoring it? I've noticed a few times, even after fully "repairing" my vulture, the integrity on the repair screen is still at 99/98. Why should I care? Does this correspond with Hull strength/health and I've just managed to never notice?
 
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Please, enlighten me. What exactly causes repairs and what causes hull integrity?

I'm probably wrong but repairs = physical damage caused by weapons/station walls/asteroids etc. Hull integrity = a gradual wear and tear caused by using the FSD and travelling in general, hence why this is pretty frigging catastrophic for traders and explorers.
 
I'm probably wrong but repairs = physical damage caused by weapons/station walls/asteroids etc. Hull integrity = a gradual wear and tear caused by using the FSD and travelling in general, hence why this is pretty frigging catastrophic for traders and explorers.

Thanks! I didn't know those fine details!
 
Can somebody not as lazy as me do the math:
Is it more cost effective to run the ship to the ground, not repairing anything, and just buy a new ship when it is shot?
(How sad would that be..)

Edit: a python cost 56M stock. If 2% repair cost 560 000 cr, that means you have to pay half the worth of the stock version of the ship to repair 100%. If the cost is linear.

Wow.

I`m just going to drive my FDL to station wall or asteroid and not repair it (or just use it until it blows up). If repair cost goes linearly at rate of 256k per 1%, taking 15-20% integrity damage already costs more to repair that to get a new ship and get your trash bounties wiped as a bonus.

[update] If you have very good standings with a station, you get a big discount. My local haunt gave me repair cost of 50k per 1% instead of 256k.
 
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Nerfs tuned back - and for very good reasons.

And say thank you that tear and wear doesn't impact modules - yet. Only hull.
 
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It also depends if you are Allied with the repair station...
When I was friendly with a station, my Anaconda cost 60,000cr to fix 1% of hull integrity (in 1.2), but was 30,000cr when I was in an Allied station.

I am allied with Empire and 1 % integrity repair for my python is now 258k. I don't want to know, how much it would be at a neutral or even unfriendly station. That must be a bug, otherwise it would completely ruin the game.
 

Harbinger

Volunteer Moderator
I'd expect it's a bug but not one that could have been detected during the beta due to all ships & loadouts being 1% of their regular price.
 
I guess that is our 'punishment' for being to vocal about the 10% module depreciation.
One way or another they were going to make credit sinks to take away our money.
So this is what we got...

Edit: I'd prefer the 10% module thing over the high fuel, repair and integrity costs.

High fuel costs are fine because we have scoops. High repair costs are fine because it rewards good piloting (though originally they were a bit harsh). High wear and tear is just a flat tax and credit sink which you can't mitigate through good play or planning, so not so great.
 
I'd expect it's a bug but not one that could have been detected during the beta due to all ships & loadouts being 1% of their regular price.

Fuel pricing was up and FD was informed. Not sure it's a bug though...but we will know next week, might be one.

Worth to reminder that integrity doesn't impact modules, just decrease hull strength.
 
That's very high, I hope it's a bug. I wouldn't mind if they made the prices higher but this is too much...

Maybe it's to balance the higher income from missions, and possibly from powerplay (I still don't know how much you earn from PP)?
 
High fuel costs are fine because we have scoops. High repair costs are fine because it rewards good piloting (though originally they were a bit harsh). High wear and tear is just a flat tax and credit sink which you can't mitigate through good play or planning, so not so great.

No, it's just a tax on using purchased goods. In a game where creds and flow of goods are endless, it makes complete sense. Also voids hoarding a bit.

Wait when FD rolls out full module tear and wear. Ohhh, the tears.
 
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