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In all kind of games the more stuff and the better the suff what is equipped the higher are the maintenance cost.

Suggestion:

Increase maintenance and in battle repair cost depending on used modules

Details:

  • modules are already categorized as basic and non-basic, for example, Basic Pump and Coles Bentick Pump
  • While "basic" mods only suffer a slight increase in repair and battle repair cost "non-basic" mods can suffer repair penalties increase up to 200%

                               For example: An installed coles bentick pump would increase hull repair cycle cost by 100%

  • for each extra module of the same type - cost increases by extra 100%

                              For example: coles pump + chain pump = basic repairs + 100% for the first module + 100% for the second module + 100% for being a second module of the same type - pump

 

Pros:

  • quality of life
  • added maintenance for high grade specialized ships
  • simulates highly specialized crew and necessity of high grade quality parts for repairs at sea

Cons:

  • quality of life
Edited by z4ys
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Somehow.... this is interesting.

Let me see if I get this.

Say I have a vessel that uses 5 units per cycle. I install three modules, the good stuff.

The cycle will increase to 20 if I don't repeat any "type" ?

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2 minutes ago, Hethwill said:

Somehow.... this is interesting.

Let me see if I get this.

Say I have a vessel that uses 5 units per cycle. I install three modules, the good stuff.

The cycle will increase to 20 if I don't repeat any "type" ?

yes but therefore you got a specialised ship

Edited by z4ys
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The biggest drawback of raising the repair costs is the amount of reps you have to take with you on a bigger campaign. While small privateers like Z4YS never really go out in bigger ships than a 5th rate, you see the heavy drawbacks of the current repairsystem with the amount of revengefleets when you go out with a group.

The more you take with you, the slower you get, the more damage you have to tank, the more you have to repair.

Especially with the new gamemechanic where repairs in sunken ships simply disappear and the amount of boarding in fleet battles pretty much is nonexistant because of determined defender you cant really collect more repairs inside a battle.

This suggestion is again a onesided view on a subject to make the life of small privateers easier to sink 'heavily and specialised equipped ships'.

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39 minutes ago, Cetric de Cornusiac said:

Idea implies the upgrade is being damaged for causing extra repair costs? Or is it a general cost increase no matter if modules are damaged?

general cost increase

 

38 minutes ago, Nelsons Barrel said:

The biggest drawback of raising the repair costs is the amount of reps you have to take with you on a bigger campaign. While small privateers like Z4YS never really go out in bigger ships than a 5th rate, you see the heavy drawbacks of the current repairsystem with the amount of revengefleets when you go out with a group.

The more you take with you, the slower you get, the more damage you have to tank, the more you have to repair.

Especially with the new gamemechanic where repairs in sunken ships simply disappear and the amount of boarding in fleet battles pretty much is nonexistant because of determined defender you cant really collect more repairs inside a battle.

This suggestion is again a onesided view on a subject to make the life of small privateers easier to sink 'heavily and specialised equipped ships'.

cargo space to basic quantity of repair cycle is almost the same for all rates of ships. It effects the pickle dude the same way like the nelson dude in his victory

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I would say that operational costs of rated warships should be high and exponential. First rate ships of the line should be hugely expensive to build, operate, man and maintain. As was the case historically. And so the operational cost should be decreasing the lower the rate of ship is. Save on costs by putting the ship into "the ordinary". To re-activate the ship would be some cost too. I would even suggest refitting be required periodically at a certain cost. Rebuilding a ship, which was historical, would be an awesome ability too in game with the option to change certain ship characteristics.

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Doing some maths here. Correct me if i'm wrong.

Let's say I sail L'Hermione, with 3 module slots, 12 repairs cycle ( don't remember exactly ).

I install Navy Hull Refit, Cartagena Refit and Elite Spanish Refit ( random examples ).

Cycle would be... 48 ? ... 

Is this correct ?

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If you want to further the realism....Historically, ships lost speed over time due to weed growing below the water line.  Longer periods in harbour would cause more weed.  Smaller ships could be "Careened" (emptied, pulled up on the beach and scraped), but larger ships needed drydocks.  You could easily lose 5kts of speed with a "weeded" bottom. Very expensive on a cyclic basis

 

Edited by Oberon74
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11 minutes ago, Hethwill said:

Doing some maths here. Correct me if i'm wrong.

Let's say I sail L'Hermione, with 3 module slots, 12 repairs cycle ( don't remember exactly ).

I install Navy Hull Refit, Cartagena Refit and Elite Spanish Refit ( random examples ).

Cycle would be... 48 ? ... like 12 per each non-basic plus extra 12 for the stacked hull type ?

Is this correct ?

It would be:

hull repair = 12 basic + 12 carta + 12 navy + 12 same kind = 48 hull repair

Sail repair = basic 12 + 12 spanish rig = 24 sail repair

so better choose your mods wisely

Edited by z4ys
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Just now, z4ys said:

It would be:

hull repair = 12 basic + 12 carta + 12 navy + 12 same kind = 48 hull

Sail repair = basic 12 + 12 spanish rig = 24

Ah !

Gotcha.

I like the distinction between hull and rig repairs.

100% sounds high though...

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9 minutes ago, Borch said:

Again this will make casuals life more complicated and wont affect much hardcore players.

I doubt that casuals use stuff like carta :D Acutally it effects more the hardcore player than the casual.

Edited by z4ys
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2 hours ago, Sir William Hargood said:

I would say that operational costs of rated warships should be high and exponential. First rate ships of the line should be hugely expensive to build, operate, man and maintain. As was the case historically. And so the operational cost should be decreasing the lower the rate of ship is. Save on costs by putting the ship into "the ordinary". To re-activate the ship would be some cost too. I would even suggest refitting be required periodically at a certain cost. Rebuilding a ship, which was historical, would be an awesome ability too in game with the option to change certain ship characteristics.

As you mention this seems to me the Royal Navy had an Ordinary cost estimate for routine facility maintenance, Sea Service to support seaworthy ships with crew, and Extraordinary Repair for major rebuilds and refits.  Or something like that.

Fractioning out repairs, including to expensive upgrades, could easily fit into this and bring some balance back into the game regarding ship distributions.

As I have said elsewhere I have been caught exactly once since February by something capable of running down my T-Lynxes near deep water ports.

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In the end it means higher maintenance costs.

Whats the point of this? It wont fix broken economy, it wont fix inflation. It will create more frustration (which is why crew cost got reduced drastically for example), especially for people who are new and poor anyway.

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45 minutes ago, Jon Snow lets go said:

In the end it means higher maintenance costs.

Whats the point of this? It wont fix broken economy, it wont fix inflation. It will create more frustration (which is why crew cost got reduced drastically for example), especially for people who are new and poor anyway.

 

6 hours ago, z4ys said:

I doubt that casuals use stuff like carta :D Acutally it effects more the hardcore player than the casual.

 

Edited by z4ys
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2 hours ago, Jon Snow lets go said:

It will create more frustration (which is why crew cost got reduced drastically for example), especially for people who are new and poor anyway.

No. They won't sit on a First Rate. Only experienced players do.

New and poor players cannot afford the ship anyway, with or without maintenance - if they weren't already impeded by not commanding enough crew.

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Insurance. Same money put into as maintenance except you're getting a return on your investment and not just burning money for having too many ships.

You'll be encouraged to buy insurance as apposed to being forced to pay for maintenance. Same result, less salt.

Edited by Slim McSauce
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6 hours ago, Slim McSauce said:

Insurance. Same money put into as maintenance except you're getting a return on your investment and not just burning money for having too many ships.

You'll be encouraged to buy insurance as apposed to being forced to pay for maintenance. Same result, less salt.

That makes no sense here

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While the idea is pretty good on paper, I think it’s likely to completely ruin OW solo hunting. This will greatly benefit the gankers.. If they have enough ships they won’t need to carry more than 1x sail repair.

It will make solo hunters slow and force us back to port for repairs more often than we’d like. While it is more realistic, we also have to look at it from a gameplay pov. Is sailing in OW fun? Or do we prefer to fight?

we have to make it easier for new players to get into PvP, not harder for the old players.

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36 minutes ago, z4ys said:

Why not? Why is that bad?

The game is already boring enough as it is, we need more exciting elements in the game - not bore the veterans who keeps the game alive.

As it is right now I can sail for three hours and not find any PvP, - when I finally do, it's very discouraging having to go back to port and repeat the process after one fight that might not even have had a proper outcome (opponent or yourself escaped).

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2 minutes ago, Percival Merewether said:

.. it's very discouraging having to go back to port and repeat the process a...

but only if you stack one upgrade of a kind

Edited by z4ys
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