Other > Suggestions

Item Repair.

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Trokanis:
The repair system for items right now, IMHO seems a bit lopsided and broken.  The fact that you either need to make a brand new item to repair a broken one, or have a spare to use for repair, and then you will still eventually need to make another new item unless whatever it is grows on trees, feels a little off.  I know you can science the broken items but even then you don't hardly end up with much even with higher skills.

One possible fix would be to revert to the old repair style, I'm not sure how much work that would take and if the item system was completely revamped for the new repairs, that wouldn't be fair to ask of the Dev's.  Also if it caused the loss of all current items in game to achieve said suggestion, that would not be fair to the players.  Even though the old system was easier it still had requirements, I know that even with over a 200% repair things didn't always go right, so it was viable.

Another option would be to allow for items to be repaired by lesser materials, like metal parts, alloys, or junk for weapons, and hides, fibers, metals/alloys for armors.  This way you can repair items without having to make a whole new one, but still need more work than just slappin the old S key and hitting repair.

Another possibility you could mix the two; I like the way that items you get from encounters show some wear, more so then just being near broken in previous seasons, but actually being weaker versions based on use.  You could keep the lower Max durability but allow for old school (S+repair) to work on them, that way they would not be as good as made items, but they also wouldn't require having another just to fix it.  In previous seasons items kept a tab on how many times they were broken, with this suggested fix, you could make it so every time an item is broken it loses more Max durability, maybe even making consecutive breaks drop it by larger amounts as the item 'falls apart'.

If the old way can't come back, I'm sure there are ways to make the new one better.

I would love to hear if anyone has other ideas or possible fixes they've been thinking of for the system. 

Spotty:

--- Quote from: Trokanis on July 10, 2012, 04:47:01 pm ---Another option would be to allow for items to be repaired by lesser materials, like metal parts, alloys, or junk for weapons, and hides, fibers, metals/alloys for armors.  This way you can repair items without having to make a whole new one, but still need more work than just slappin the old S key and hitting repair.

--- End quote ---

I like this one. Maybe allow 1 lesser part to apply its baseprice towards the baseprice of the item which is being repaired?

For example, flamer has a base price of 550 caps, its 50% deteriorated, so its base price is really 275. You use an alloy (gonna make up a base price since it doesnt have any listed) which has a base price of 100 to fix flamer to 375, and at 68% condition.

Not sure how to handle the 100/100 thingy, but a well maintained weapon could stay 100/100 for a while.
You should also only be able to use items which actually are used in the crafting of the weapon.

Eternauta:
I'd like low Repair characters to be able to fix their gear a little. For example, you need 300 repair (200 + Super Tool Kit) to get an item back to 100%, but with lower skill you can repair it to lower values.

T-888:

--- Quote from: Solar on March 07, 2012, 02:15:21 pm ---Armours, there will be a change to how they work, up to 50% they will work as normal - then once under 50% they will still work with full stats, but there will start to be a chance to suffer a bypass. 1% chance at 49% considition and 49% chance at 1% condition. This should make it less important to have perfect health armours.

--- End quote ---

--- Quote from: Trokanis on July 10, 2012, 04:47:01 pm ---Another option would be to allow for items to be repaired by lesser materials, like metal parts, alloys, or junk for weapons, and hides, fibers, metals/alloys for armors.

--- End quote ---

Combine this. Of course everything else stays the same, upon repairing an item maximum det decreases and the possibility to fix with same items not only by raw materials, once the armor goes below 50% player will be able to either use it with a disadvantage or use the item for further repairs, once beyond repair, science.

AtomicWrangler:

--- Quote from: Trokanis on July 10, 2012, 04:47:01 pm ---Another option would be to allow for items to be repaired by lesser materials, like metal parts, alloys, or junk for weapons, and hides, fibers, metals/alloys for armors.

--- End quote ---

I like that idea...

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