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[Suggestion] Fix The Odd Allocation Of Reapairs


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#1 Orkimedes

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Posted 10 December 2012 - 01:14 PM

We all will have noticed this by now: armour is highly expensive to repair, whereas internals are not.

I realise the average repair cost needs to be some cleverly determined price for metagame balance reasons, but currently, it makes little sense the way they are allocated - especially when upgrades are concerned

To take one of my trusty centurions as example
endo-steel internals repairs from 63% damage: 703 credits
ferro-fibrous armour repair from 75%: about 42 THOUSAND credits.
about half that when it's not ferro fibrous.

I would like to see something like a twist-around in terms of repair cost: that is, internals are expensive to repair, but armour is not. spreading your damage around (which is good play and should be encouraged) is currently more expensive that soaking damage with your internals. Furthermore, ferro fibrous is highly prohibitive in cost to have - the canonical reverse in respect to endo-steel.

TL:DR: I think that having expensive internals repairs and significantly cheaper armour repairs (with overall average repairs more-or-less equal) will be closer to canon and promote and reward skilful play.





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