Re: Some thoughts about damage and repair
Posted: Wed Feb 22, 2017 12:06 pm
both.Scytale wrote:
Wait, is the slider itself logarithmic, or the slider that determines the slider length?
both.Scytale wrote:
Wait, is the slider itself logarithmic, or the slider that determines the slider length?
Protip: if you want your results to lie on a straight line, just keep logging your graph axes until they doCornflakes_91 wrote:both.Scytale wrote:
Wait, is the slider itself logarithmic, or the slider that determines the slider length?
Oooooh you know it was!Flatfingers wrote:You guys.
Sure, I meant (the inaccurately named is this what you were waiting for?) RTS mode
Sounds good to meat the "fast" end of the repair slider. The fun of that mode is flinging big fleets around, so why would you want to impose logistical restrictions that get in the way of that fun by slowing down the fleet-flingage? I'd make the lower end "0" as well.
Upper end? Make it 24 hours, and let players tweak that to their heart's content by editing the option values, assuming that level of control is still planed.
Unless these are dumb assumptions, which case, hey, !
I would hate it too. But if I owned several ships that were in the same system and I had the ability to jump to and control those ships, then the wait wouldn't be as painful.Talvieno wrote:Agree with Flat. Personally I would really hate to have to sit there while my ship gets fixed.
I think this is worth quibbling over: should repair also include a monetary cost?Flatfingers wrote:The generic case is to impose an economic cost on error. In other words, losing a ship (partially or entirely) imposes some kind of economic penalty that reduces the player's ability to win.
"Repair" imposes an economic penalty of time.
The trouble with sliders, Flat, is that they're a good enough solution that no one can really, truly argue with them. And everyone loves a good argument!"Rebuild/replace" imposes an economic penalty of monetary cost.
The more either of those trends toward zero, the more you have an arcade-like play experience. As you increase the time and cost sliders, you get a more simulationist play experience.
Both can be fun.
I like sliders.
Why not both. Have a slider, that you pick when asking for repair.Scytale wrote:I think this is worth quibbling over: should repair also include a monetary cost?Flatfingers wrote:The generic case is to impose an economic cost on error. In other words, losing a ship (partially or entirely) imposes some kind of economic penalty that reduces the player's ability to win.
"Repair" imposes an economic penalty of time.
BFett wrote:
I'd rather not have that method of payment. I want an upfront estimate, with the time it will take to complete the repairs and the price the repairs will have. Throwing more money at a problem does not solve a problem faster after a certain point. In the same way a car repair shop isn't going to want to be so behind on repairs that they can't accept new customers. Nor are they going to take a discounted rate for a job that will last a long period of time.
However, when it comes to cheap fast repairs compared to getting something done right, I would be more lenient with the idea.
well, without repair costs the antidote to zerging caused repair delays is more zerging... as you can just add more ships to step in for the ones in repair.Flatfingers wrote:Opinion: you certainly could impose costs of both time and money for repair.
However, my feeling is that time is such a valuable commodity that it isn't necessary to also stick players with a financial penalty, or at least not one that's really significant.
One or the other is enough IMO to cause players to consider tactics other than zerging.
Silverware wrote: Why not both. Have a slider, that you pick when asking for repair.
At the zero mark, you get a (very highly exponential) repair cost, but the repair is instant.
At the 0.5 mark you get 100% cost, 100% time.
At the 1.0 mark, you get 0% cos, but the time is very highly exponential.
Eg:
0.00: $100,000, but it'll be done now.
0.25: $2500, but it'll take a day.
0.50: $500, but it'll take three days.
0.75: $100, but it'll take ten days.
1.00: $0, but it'll take a month.
This lets the player choose where they fall, if they need something now, or if they need it done on the cheap.
Includes time assumed to be scavenging for parts, and re-purposing detritus and broken bits.
In the end, it'll all get your ship repaired, but you lose either more time, or more money.