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Ship Maintenance

Author
Whezker
The Scope
Gallente Federation
#1 - 2013-05-16 16:25:41 UTC  |  Edited by: Whezker
Ship Maintenance:

I like to get some more realism to the Eve universe and I was thinking about this, please post your thoughts.

In real life, things get broken due to the use. If you drive a car for sure you know how expensive is the maintenance of the different engines to get everything working properly and because is really important that nothing from your car breaks when you drive through the highway.

So I think that could be a beautiful idea and bring some more connection between the capsuler and the ships they pilot if we take care of them. You know, cleaning the engines, changing oil or add more pressure to the air injector and that stuff.

How it will work.

Modules will have a new attribute called MALFUNCTION that starts with 0 % with every new module.

The level of malfunction will increase in different ways depends on the module. Turrets and active modules will increase malfunction a value for each cycle, others when the ship get some damage, some electronics could be if the capacitor gets empty.(Insert here a thousand examples)

This value accumulates and represents a chance of something getting wrong with that module.

For example.

If you activate an afterburner, maybe, every 100 times the malfunction rises 1 %. If the malfunction is high enough that module could get suddenly some random damage, or get off-lined.

You could reset the malfunction % to 0 in a Maintenance Service in every station. Should be cheaper than the repair quotes but must be done periodically to get sure that your ship is fine.

Some ships should be cheaper to maintain than others, obviously, as bigger and complex is the ship more expensive is the maintenance.

The point is to represent the randomness of the real life. Sometimes things get broken spontaneusly, specially if we don’t take care of them.

Cleaning the dust of the space from the engines of your ship.

For low security, 0.0 and wormholes I think that could be some Facility for the POSes, similar to a repair one. Yes, living in the wild side should be hard. If you are living in the deep space is normal that your ship doesn't recive the maintenance enough, unless you build a facility for that.

Some skills could make rise the malfunction slower, representing your knowledge of mechanics.

Tell me what you think and excuse my english.

examples

Boost speed modules, microwarp drives etc

Get malfunction by:
+0,001% per cycle
+0,0000001% per second at top speed


Random failure when activated:
-Cap speed boost a random value
- Put offline


Resistance modules

Get malfunction by:
+0,001% when absorbs damage


Random failure when activated:
-Fail the damage absortion
- Put offline

Turrets and missile bays

Get malfunction by:
+0,001% per cycle
+0,0000001% per second when overload


Random failure when activated:
-No shooting (Fail the cycle)
-Get real damage to the module (overheat)
- Put offline

Repairing:

Lower values of Malfunction are cheaper than highest (LOL, obviously). The cost of the maintenance should increase exponentially respect the value of the malfunction. Maybe, a value above 20% is more expensive than a new module, so you can sell the old one with the malfunction.

Market:

This will open more market to USED items, cheaper ones that maybe stop working suddenly, Millenium Falcon style.

I think that could bring so many posibilities and bring more depth to the universe of Eve.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#2 - 2013-05-16 17:20:28 UTC
Whezker wrote:
Ship Maintenance:

I like to get some more realism to the Eve universe and I was thinking about this, please post your thoughts.

In real life, things get broken due to the use. If you drive a car for sure you know how expensive is the maintenance of the different engines to get everything working properly and because is really important that nothing from your car breaks when you drive through the highway.

So I think that could be a beautiful idea and bring some more connection between the capsuler and the ships they pilot if we take care of them. You know, cleaning the engines, changing oil or add more pressure to the air injector and that stuff.

How it will work.

Modules will have a new attribute called MALFUNCTION that starts with 0 % with every new module.

The level of malfunction will increase in different ways depends on the module. Turrets and active modules will increase malfunction a value for each cycle, others when the ship get some damage, some electronics could be if the capacitor gets empty.(Insert here a thousand examples)

This value accumulates and represents a chance of something getting wrong with that module.

For example.

If you activate an afterburner, maybe, every 100 times the malfunction rises 1 %. If the malfunction is high enough that module could get suddenly some random damage, or get off-lined.

You could reset the malfunction in a Maintenance Service in every station. Should be cheaper than the repair quotes but must be done periodically to get sure that your ship is fine.

Some ships should be cheaper to maintain than others, obviously, as bigger and complex is the ship more expensive is the maintenance.

The point is to represent the randomness of the real life. Sometimes things get broken spontaneusly, specially if we don’t take care of them.

Cleaning the dust of the space from the engines of your ship.

Tell me what you think and excuse my english.


Only question: how do you propose to handle cases where people don't have ready station access (station-starved 0.0, deep WH space, supercapitals?) Perhaps a "maintenance" function on SMAs?
Theia Matova
Dominance Theory
#3 - 2013-05-16 19:18:17 UTC  |  Edited by: Theia Matova
Doesnt sound very good idea to me however I would like to see wearing of modules in use and repair of them with similar counterparts (you could use t1 modules to repair but would gain bonus from meta level). This would ensure module and mineral prices would stay up also bump flow to economy. Wearing out in my case simply means damaging of modules (like they would under overheating). There could be skill to reduce the damage from use too but it should not take it completely out. Also there should be tax in this to drive money out of the economy.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2013-05-16 21:07:27 UTC
Useless timesink, or direct nerf to wormholes, POS living, long term covert shenanigans and hell, even long roams?

You decide!
Whezker
The Scope
Gallente Federation
#5 - 2013-05-16 22:33:08 UTC
I edited the post.
ShahFluffers
Ice Fire Warriors
#6 - 2013-05-17 02:59:08 UTC
Currently, ECM is the only mechanic that is randomized... and it is LOATHED because of this (the only reason the playerbase has not called for its outright removal is because it is so damn useful).

Creating randomized events that no one has any control over won't make things more interesting... rather, it will just make people mad.
This is especially so in PvP where you often have to push your ship, modules, and weapons to the limit (I mean this literally, overheating your modules and weapons is routine). The LAST thing you want is something beyond your ability to manage/mitigate tell you, "nope, **** happens."

Realism is nice and all... but this is a case where it adding such a mechanic would just add needless problems for the sake of having problems.
Whezker
The Scope
Gallente Federation
#7 - 2013-05-17 15:05:22 UTC
ShahFluffers wrote:
Currently, ECM is the only mechanic that is randomized... and it is LOATHED because of this (the only reason the playerbase has not called for its outright removal is because it is so damn useful).

Creating randomized events that no one has any control over won't make things more interesting... rather, it will just make people mad.
This is especially so in PvP where you often have to push your ship, modules, and weapons to the limit (I mean this literally, overheating your modules and weapons is routine). The LAST thing you want is something beyond your ability to manage/mitigate tell you, "nope, **** happens."

Realism is nice and all... but this is a case where it adding such a mechanic would just add needless problems for the sake of having problems.


That would happen if you don't do a maintenanceperiodically (maybe every week, or somethinmg like that)

The idea is that if you do the maintenance, nothing strange would happen, but if you don't take care for long time, maybe, (just maybe) something bad could happen.

Also I really like the used items market.

Dontt think about the numbers, I just want to expose teh concept.