I’m sure I stated why I didn’t take into consideration skill levels. Or didn’t I?
Also, this mod is a partial response to Falcrack’s request.
But good point about larger ships losing more health than smaller ships at 1%/2% per 10 minutes. But there is the argument that larger ships require larger maintenance resources and so 1% across different-sized ships is also appropriate.
The system is not to fully simulate wear and tear, it’s only to add another reason, and I think a more direct reason, for having crew. Ships efficiencies dependent on crew size/skill is too subtle, not visible enough for me.
[Request] Ship health decays over time while flying
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [Request] Ship health decays over time while flying
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Re: [Request] Ship health decays over time while flying
I'll shelf my approch then, altho i was aiming for a bit more realism i guess. Didn't realize someone was taking that on already. Pretty glad tho, too much on my plate already.
Maxbe consider the following:
- apply it to npc aswell, otherwise it doesn't make much sense
- maybe rethink the bonus repair given, even if the ship has full crew, wear on the ship shouldn't just negate itself and go away, it should just deteriorate slower.
- 2÷ is way too little, ships can repair from 1 - 100 (or rather their repair max depending on skill) in around 5 to 8 minutes?
- messing with the engines may not be the best idea (more relevant when npcs are involved)
Maxbe consider the following:
- apply it to npc aswell, otherwise it doesn't make much sense
- maybe rethink the bonus repair given, even if the ship has full crew, wear on the ship shouldn't just negate itself and go away, it should just deteriorate slower.
- 2÷ is way too little, ships can repair from 1 - 100 (or rather their repair max depending on skill) in around 5 to 8 minutes?
- messing with the engines may not be the best idea (more relevant when npcs are involved)
Re: [Request] Ship health decays over time while flying
Thanks kuertee for putting this together! I'm playing on my unmodded game for now, but I figure I'll eventually go back to a modded save game and be using this!
Does it apply to just player owned ships, or all NPC owned ships?
Does it apply to just player owned ships, or all NPC owned ships?
Re: [Request] Ship health decays over time while flying
Only player ships. I don't know if NPC ships have crew data or not.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.