Repairs and Ammo... Why?

From a game design perspective, is there a reason these features exist?

The cost these things incur is marginal, maybe 5% of credits gained in a match.

 

Do repairs get brutal at high rank?

Is this just a remnant of a once completely overdone feature that made repair costs brutal?

 

As for manufactured ammo, I’m not sure when someone would deem it necessarry to equip these. Any ‘close calls’ or outright failures are the fault of the pilot and team, not a marginal difference in ammo.

This is the 7% that ammo adds to your normal damage:

5df88029fd2aac20eaa4e69969b3e767.png

Totally worth it, right?

Repair : They are needed like in all the other games involving vehicles. We are mercenaries, we have to pay for our stuff. If we damage it, we have to repair it.

 

Ammunition: Depending of the fitting. Each munition can be extremly strong depending of the weapon and/or the fitting of the ships using it.

I use in 3of4 ships crafted ammo(Engie:eclipse with supercooled, cov ops: shrapnel with iridium slugs, lrf,gunship: lazors with crit ammo| not crafted: tackler:either gravy beamer with curved reflector or gauss with crit, singularity with booster)

In t5, repair costs can be higher than credits gained from battle, if you die a lot! You can solve this problem by buying a license or by not dying. simple

This is the 7% that ammo adds to your normal damage:

5df88029fd2aac20eaa4e69969b3e767.png

Totally worth it, right?

This adds up pretty quickly over a few shots, though. Especially on ships with high rate of fire, and especially when combined with other damage increases.

 

 

Repair : They are needed like in all the other games involving vehicles. We are mercenaries, we have to pay for our stuff. If we damage it, we have to repair it.

It makes sense in-universe, but the gameplay implications are rather atrocious. T5 is practically a net loss at times without premium and/or DLC thanks to repair costs.

 

 

You can solve this problem by buying a license or by not dying. simple

 

Sadly, not dying is not something players, no matter how skilled, have true control over. :stuck_out_tongue:

From a game design perspective, is there a reason these features exist?

The cost these things incur is marginal, maybe 5% of credits gained in a match.

 

Do repairs get brutal at high rank?

Is this just a remnant of a once completely overdone feature that made repair costs brutal?

 

As for manufactured ammo, I’m not sure when someone would deem it necessarry to equip these. Any ‘close calls’ or outright failures are the fault of the pilot and team, not a marginal difference in ammo.

This is the 7% that ammo adds to your normal damage:

5df88029fd2aac20eaa4e69969b3e767.png

Totally worth it, right?

Repairs are just a small credit sink developers put in the game for lord knows what reason. They do get harder to deal with in higher tiers, but if you’re losing more money on repairs than you gain by playing, it’s probably a good idea to go to a lower rank with less punishing costs to learn the ropes.

 

Ammo is like a custom modification slot for each weapon. At lower ranks, you only have access to the damage boosting one, which is still pretty good. 5% is basically the entire difference between a mk. 1 gun and a mk. 5 gun, so don’t dismiss it as useless out of hand. Especially since you’re dealing with ships that have 20,000 nominal health, without factoring resistances. 7% may not sound like a lot, but it saves lives – and ends them.

 

Of course, the ammo situation changes really drastically at rank 7ish. There, you get options. Options like a 30% damage bonus for a 50% range penalty (curved reflector for thermal weapons), or a straight 10% crit chance bonus (shaped charge shells for kinetic weapons). On top of that, you’re making more credits per game, even if you lose. Credits start becoming a thing that is measured in millions, not in thousands. Progression slows down so that the net income from single games stops mattering quite so much. The end result is that ammo becomes a large boost in effectiveness for a small cut in income – something like 2%.

 

Then you reach the manufactured ammunitions. There’s two different kinds for each damage type. One is a (better than normal) straight boost to damage, and the other fills a niche no other ammunition fills for that damage type. Spread reduction, overheat improvement, and crit chance increase, for kinetic, EM, and thermal, respectively.

 

Now, the straight boost to damage is pretty nice – it’s got something like a 2% advantage over the normal damage boost ammo, which is, again, about half the difference between mk. 1 and mk. 5. The materials used to make them is also pretty common. For instance, I have over 1000 silicon in my inventory, without particularly trying to gather it. A less active player might have something like 300, easily.

 

On the other hand, the unique manufactured ammunitions are a really, really nice thing to have around. Shrapnel cannons and mass drivers (event weapon for frigates, devs likely won’t make it available again for a long time) can benefit really well from spread reduction. Every thermal weapon ever benefits greatly from increased crit chance – although ion emitters and beam cannons stand out as being incredible with them. And eclipse launcher and singularity cannon are very hard to use without either a shared cooler or the heat reduction ammunition. The materials used to make them are still really common, too!

 

So, tl;dr: Repairs suck, but ammo is a lot better and cheaper than you think.

Honestly, repair costs and ammo are fine, except for R15 ships. All the other 14 ranks seem to follow a fairly linear growth on their repair costs, just as the rewards for each rank match do, except for R15. R13 ships cost only 100k to fully repair, R14 cost 120k, but R15 take a huge jump and are a full 200k to repair. It’s so strange to have this jump when all other ranks followed such a linear progression that matched up with the rewards nicely.

 

To me, that is the only thing wrong with repairs or ammo costs. Ammo is quite cheap in the grand scheme of things. 6 or 7k for ammo isn’t much at T5, and the prices only go down in each rank range.

Thanks so much for the well formatted feedback.

I saw that things did open up quite a bit at Rank 7 (Thank god, the ammo selection prior was incredibly boring)

 

My confusion is why these things cost so little that it makes little difference in the grand scheme of things.

 

Though, as someone pointed out, repair costs are heavy at T5, but that still leaves the ammo, it’s so inexpensive I’m not sure why it even has a price.

I have over 1000 silicon in my inventory, without particularly trying to gather it. A less active player might have something like 300, easily.

Pff,I have enough silicons in my inventory to give the whole Star Conflict population free boob implants

Pff,I have enough silicons in my inventory to give the whole Star Conflict population free boob implants

 

Brilliant XD

Pff,I have enough silicons in my inventory to give the whole Star Conflict population free boob implants

You sir, are accused of writing things that makes my screen covered in… coffee. Now I have to clean it…

 

PS. It just made my day :smiley:

My confusion is why these things cost so little that it makes little difference in the grand scheme of things.

 

Though, as someone pointed out, repair costs are heavy at T5, but that still leaves the ammo, it’s so inexpensive I’m not sure why it even has a price.

I came from playing Ace Online (yes, its Ace, not no_ob) where you had limited ammo and missile supply, meaning you had to recharge ammo/missiles from time to time (not a big deal since almost every map had a supply station for that), and not just fire eternally for hours, days, weeks…You could also repair/charge shields and recover energy in this supply stations (some sort of instantaneous engineer heal, for some price of course), giving a realistic feel that imo fitted perfectly well in the game. I liked that a lot, even that i’ve considered suggesting to implement something similar in SC for open space: stations to refuel, resupply ammo (you should have ammo limit) and repair.

Pff,I have enough silicons in my inventory to give the whole Star Conflict population free boob implants

Silicons and Garlics 

I came from playing Ace Online (yes, its Ace, not no_ob) where you had limited ammo and missile supply, meaning you had to recharge ammo/missiles from time to time (not a big deal since almost every map had a supply station for that), and not just fire eternally for hours, days, weeks…You could also repair/charge shields and recover energy in this supply stations (some sort of instantaneous engineer heal, for some price of course), giving a realistic feel that imo fitted perfectly well in the game. I liked that a lot, even that i’ve considered suggesting to implement something similar in SC for open space: stations to refuel, resupply ammo (you should have ammo limit) and repair.

I came from there too, and their system seemed alright, it made sense.

Ammo was numerical, it wasn’t a thing where you paid for a set ammount per match.

 

I would actually like to have it be a number of some sort, adjusted for fire rate, so if a match goes badly, and hardly even used the weapon, It wont consume the ammo.

I came from there too, and their system seemed alright, it made sense.

Ammo was numerical, it wasn’t a thing where you paid for a set ammount per match.

 

I would actually like to have it be a number of some sort, adjusted for fire rate, so if a match goes badly, and hardly even used the weapon, It wont consume the ammo.

he, you shouldnt have to resupply ammo and missiles if you undock and dock in the next 5 seconds without firing or moving.