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GrandpaTrout's Avatar Topic Author
King of Space King of Space
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Re:

19 years 1 month ago
#15565
Actually with the described design, a system with 10% and a system with 0% are basically the same. In both cases, the Auto repair cannot fix the system, and the system will not be functioning. A repair ship will be needed to get the subsytem back into operation. The repair ship will use a spare part from the player inventory to fix the ship.

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Bozobub's Avatar
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Demon Lord of Clowns
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Re:

19 years 1 month ago
#15566
Then why, pray tell, not make the lower threshold 0% (or 1% if 0% makes it "disappear")? Why 10%? If you never use the lower 10%, you've just changed the range so that 10% IS 0%...

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Hot4Darmat's Avatar
Junkie Junkie
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Re:

19 years 1 month ago
#15568
Perhaps the difference between 10% and 0% is the possibility for repair. A system at 10% has some hope. One at 0% is junk and needs to be yanked, tossed out the airlock, and completely replaced with a new one. Spare parts won't help it.

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Bozobub's Avatar
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Demon Lord of Clowns
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Re:

19 years 1 month ago
#15571
Um, that's what I was actually asking - it makes sense - but GrandpaTrout's response above has me unsure if that's the case. ;8>.

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Hot4Darmat's Avatar
Junkie Junkie
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Re:

19 years 1 month ago
#15573
Ah, yes, I see now that is almost exactly what you stated earlier. Sorry. I defer to GT for the wise (and more clearly stated) response.

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GrandpaTrout's Avatar Topic Author
King of Space King of Space
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Re:

19 years 1 month ago
#15574
I can't really claim wise ;)

I was just trying to explain this design idea. And your right, it would be nice to have "truly" junked systems that had to be pulled out and replaced. The "unstated elephant in the room" is that I don't want to have to write a loadout system for AI ships. And if subsystems are totally junked, then that is what will need to be written. This design lets us implement damage mod, get 90% of the features, without commiting to writing loadout. We are just rather short on programming staff.

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