Proposal: Ship hull repairs cost money #12113
Replies: 6 comments 3 replies
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The idea of having to pay for repairs (and fuel, maintenance, taxes, docking, and many other things) has come up many times over the years, but the consensus so far has been that it would make the experience less enjoyable, not more. So, how would implementing this improve the experience? How does making players pay for repairs make the game more fun? |
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I'm glad people have discussed this idea before. For me, the experience of outfitting ships is one of the highlights of the game - trying to optimize ship performance given mass, power, and heat constraints (and cost). It's fun to try to find new outfits that could eke out better performance, or lead to a complete re-think of how to best to equip a ship's outfits. I think the "pay for repairs" idea falls into this category - it's one more example of optimizing the attributes of a ship or fleet, within constraints. I also think it could add strategic depth to the game map if repairs weren't universally available. You would have to think harder about where to explore, and where to fight vs run. As I mentioned, some storylines could include gaining access to repairs only after completing certain tasks. Another variation on this could be discovering ports with cheap repairs (maybe on the other side of dangerous systems) or lowering the cost of repairs at certain ports through storylines. Some players may not find this interesting, and that's totally reasonable. If the consensus view is still that pay-for-repairs isn't a net positive, no problem :) |
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Yep, repair costs probably won't be implemented in vanilla. port [<name>]
recharges <recharge-type>...
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services <service-type>...
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to recharge <recharge-type>...
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description <text>You'd use something like: to recharge shields hull
has "FW Katya 7C: done" # the last Katya mission, where you bring Eyes to ZugIt would probably be a lot of work to implement, but it's definitely possible. |
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I have an idea to improve on this concept to both make the game fun and balance having to have some cost to repair your ships. docking fees/deductibles. Each planet you land on has a docking fee and/or fuel fee per ship. Keep in mind some planets/stations will not refuel your ships already. A small docking fee refuels your ships or repairs them or both. Also this fee could automatically reduce if you are friendly with the planets government and reduce further if you have the governments license. I don't think there should be a shield recharge fee it would be hard to implement as technically your ship should recharge on its own if you have a shield generator. Its rare I don't put at least a basic shield generator on my ships. Also personally id want the option to refuse repair costs and fuel costs and if you put it in shield regen costs as often I have ram scoops and shield generators and hull repair on all my late game ships. Maybe if you refuse all 3 get a docking cost of 1 credit per ship. Right now I never sell ships I keep them forever there's no incentive to not keep them docked somewhere. And their sale value is far less then their potential value later game when I need them to conquer planets. (It would be cool if having a shield gen or ram scoop or hull repair bots on an individual ship auto skipped that ships costs. but not sure how hard that would be to code.) My opinion is if you tie the fees and their reductions to the ship licenses it will encourage the players to get each license that's available to acquire the discounts in various areas. I often sit in space to gain fuel to avoid adding days to my game counter why wouldn't someone be able you be able to avid paying these fees if you land. Personally you could call the repair costs a deductible payment rather then fees in my opinion making it easier to code and cheaper call it a repair service kind of like health care or health insurance. renters insurance or homeowners insurance....etc id structure it Not crazy prices or crazy hard to calculate but will make you practice a little strategy along the way. I personally at certain points in the game strategically dominated basically all of human space. To make it profitable so I get almost no lose in money for taking dozens of ships on long voyages threw the hyperlanes/jumps of the galaxy after the human campaign. (if the prices are crazy high or crazy hard to calculate it will throw off the game play but keeping them simple and offering a way to earn discounts will give incentive to play all the various area's or government's missions and also require a little forethought to make some money along the way to pay for your exploits.) P.S. would also be really cool to be able to check your fraction rep in game rather the externally to the game. Like Freelancer and to buy rep changes. |
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See related discussion in Issue #12022 |
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I get why this probably won't ever get implemented, but I still think it would be great. Not only hull repair costs but docking fees, fuel costs, and some type of cost for lost crew members. It's too easy to snowball and have a massive fleet while killing thousands of crew members to get those ships with no consequences. |
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It's always bothered me that ship hulls are repaired for free every time you land on an inhabited planet. It seems like this should cost money! Here's how that could work:
This change would make it more expensive to engage in battles where your hull is damaged, and it would add an interesting strategic layer to the game of needing to have access to a port with an Outfitter to repair damage. Some players might also find they have to take off with a partially damaged ship if they can't afford repairs, or make strategic decisions about which ships in their fleet to repair first if money is tight.
This change would also affect the economics of capturing and selling ships, significantly reducing the sales price (since captured ships would have minimal hull values). That seems like a good thing to me: a heavily damaged ship shouldn't sell for the same amount as a fully repaired one.
Of course, this would all become irrelevant in the later game when hull-repair outfits are available, but by then the economics wouldn't matter as much.
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