Forums » Suggestions

Increase Trident/Goliath Insurance/Repair Cost

Jan 08, 2018 Kierky link
Right now it's far too low for such a vast ship with rather large complexity.

Increase the Insurance mission/repair cost to 6 million for Tridents and 4 million for Goliaths.
Jan 08, 2018 Ore link
+1. Too many tridents hovering the dock, get deshielded and rep. Ridiculous gameplay. If you want to save credits, go find yourself a rep gun and an empty sector. Also when a cap ship insurance mission runs it should take more time to rebuild the ship. 48 hours even.
Jan 08, 2018 greenwall link
-1
Jan 08, 2018 incarnate link
So, when I rolled them out, the insurance missions were intended to scale over time. Basically if you lost X Tridents in Y time, your insurance rates (replacement costs) would go up significantly. And then, similarly, if your Tridents weren't destroyed for a long time, your insurance rates would go back down again.

At the time, though, it seemed there was more value in letting people just experiment with the capships, so I left it at only the 500k level.

As functionality improves though, I've also been thinking of bringing back the scaling rates. Particularly if we fully flesh out the remote commandset, and other functionality that continues to expand the value and utility of capships.
Jan 08, 2018 greenwall link
Increasing or scaling so that replacement becomes irreversibly more expensive will have the side affect of people being even more careful with their usage than they are now.

Perhaps some combination of scaling per replacement and a creative mission-based insurance rate reset (think traffic school) would be better. The torture of building a capital ship in itself should be the bulk of the admission price... over-penalizing its use won't add any value to the game, even it it makes sense "in theory."

-1 to any time delay in re-acquisition -- there is no reason to do that
Jan 08, 2018 incarnate link
Increasing or scaling so that replacement becomes irreversibly more expensive will have the side affect of people being even more careful with their usage than they are now.

Yes, that's why I wrote, above:

And then, similarly, if your Tridents weren't destroyed for a long time, your insurance rates would go back down again.

I explicitly said the increased replacement cost was not irreversible. It's just a time-based thing.
Jan 08, 2018 greenwall link
doh, sorry missed that lol...
Jan 08, 2018 Mi5 link
+1 ONLY IF

Turrets are polished and all the docking related bugs are fixed until then keep them as is.

Then make it 50,000,000 for TTM, 30,000,000 for Goliath at the "risky" end, a 10x scale would be nice aka start the TTM at 5m, and work your way up.
Jan 08, 2018 incarnate link
Turrets are polished and all the docking related bugs are fixed until then keep them as is.

If you could post links to the Suggestion on "turret polish" and the specific Bugs threads on "docking related bugs", that'd be helpful to me.
Jan 08, 2018 Whistler link
Also open a Suggestion thread for trade item "turret polish"
Jan 08, 2018 Mi5 link
(Indestructible Turrets/Revival on docking/undocking) https://www.vendetta-online.com/x/msgboard/3/34536
(Powercells Inaccurate jump costs/extended time to start) https://www.vendetta-online.com/x/msgboard/2/33030
(Homing loss on locked missles) https://www.vendetta-online.com/x/msgboard/2/28627

I couldn't find a thread on being able to 1200/800 by loading up 6 EC-89 and replacing them with 6XC, but it goes one step further. You can have in theory unlimited XC inside a capship by docking with another char, logging off, loading to max, and relogging in.

Other critical bugs are things like there being no cooldown on how fast you can switch seats on turrets, and turrets having 9999 ammo which never goes down.

Also, when you do a sector to sector jump it is labeled as only requiring 25% powercell, but deducts 100%(Even if you're at like 73% for instance)

I only went 50 pages deep, but that's what I've found/seen.

@Whistler :)
https://www.vendetta-online.com/x/msgboard/3/34669