After some time, elements are wearing off and need to be replaced to get back to 100% efficiency.
Wearing off occur each time an element is repaired.
Dev update: we will introduce a loss of efficiency up to 5-10% that slowly increases each time an element is repaired. Also, total destruction will be limited to 3 times, after which the element is not repairable anymore and must be replaced. Replace will be possible without loss of configuration or links.
Comments: 56
-
07 Oct, '20
JeyNot unless we can get a way to replace element in place while retaining logic / links associated with it. Some constructs put a lot of attention to where everything is placed, needing to remove then readd them would get very annoying very fast.
-
07 Oct, '20
LandrionWear and tear of elements is really urgently needed in this game to create a healthy economy.
Maybe let elements have a long term, and a short term durability. Short term drops in fights etc. when receiving damage like the current hitpoints, and Long term durability drops when repairing damage. Long term durability should determine max thrust, or max hitpoints of an element etc. -
07 Oct, '20
AceMan100% legit idea!
-
07 Oct, '20
Gundamnot a good idea (Crossout) tried that they removed it again to stressful of a player maybe if it isn't limited by time but rather by usage and it's very hard to wear it off then maybe but then again it's hard to predict how such thing can have an effect on the game
-
07 Oct, '20
Daphne JonesAre we going for survival mechanics now? This looks like a survival mechanic. I'd rather see food and air replenishment if we're going to do survival.
-
07 Oct, '20
StarstellarI think repair is better than replaced here. If this is going to be a thing, tie efficiency to %hp and something like a 10 or 25% chance for 1% wear can happen on each element with x time of use, or just when the construct is shut off for the cheater method. Then it can be repaired back to 100%. This would also reduce efficiency due to damage, much more realistic and less arbitrary. If elements need replacing then there needs to be a tool to do that instead of fiddling with placement every time.
-
07 Oct, '20
ZanandharIt would be better for economic dynamism
-
07 Oct, '20
ZephyNo decay. This would make decorating pointless (unless furniture elements are exempt), and just becomes a task of constantly fixing up the ship and stations, adding another mindless task to the already incredibly long waiting in the game.
-
07 Oct, '20
BoartatoHowever this is implemented, need to be careful that it isn't too annoying. We do need material sinks, but I could see something like this being a pain.
-
07 Oct, '20
Jag HiroshiNope. This would be Micromanagment hell. A game changing no go zone.
-
07 Oct, '20
WombleTime, damage/repair cycles. Time could be tracked as absolute age from creation, age from first install, and hours of actual use. Damage could be tracked based on lifetime damage taken, with an additional factor if the element was destroyed then restored.
-
07 Oct, '20
HotspotAfter it destroyed, with some chances (f.e. 5%) also would be great to greatly decrease i efficently on max hp, or comletly destroy and force player replace it
-
07 Oct, '20
SethcranWe definitely need items / elements to leave the economy (a sink) because without it demand will dry up and not yield a healthy economy.
That being said, I think that items wearing out is just not fun. No one wants to be flying and then realize that something broke midflight because they forgot to check their wing. Noone wants to go repair every single element before every flight.
Instead, we should look at partial destruction of elements within pvp and possibly crashes. -
07 Oct, '20
Billy BoolaMaybe also add a chance of an element getting damaged so badly in crash or combat that it can't be repaired
-
07 Oct, '20
mejingPlease NOT make this, some Elements are craisy to build, so i not need more grinding on this
-
07 Oct, '20
TofuTofuFor economic reasons we need ship elements to be removed from the game. Whether its a max durability system that wears down each time a part is damaged or destroyed that eventually kills an item or lowers its power dramatically, or some other sort of system ship elements need to exit the game so crafters sell new elements. Potentially when an item is destroyed or damage enough that its efficiency is shot, allow owner to scrap it for a fraction of the resources back.
-
07 Oct, '20
KevinIf this feature were to be introduced there HAS to be a way to see the element needing to be replaced through walls / voxels. This would be especially helpful on large ships where finding a specific element can be troublesome & time consuming. You should be able to see the highlighted element through the ship.
-
07 Oct, '20
ZanaganNot if we have to atraight up replace them... how about using T5 scrap on it to restore efficiency? that would be better. re-installing stuff en-masse on the regular does NOT sound fun
-
07 Oct, '20
TomislawI'm against with elements losing efficiency after long usage.
I think that far better idea is to make that fully destroyed elements cannot be repaired.
Encourage pvp behaviour and we gave great sink for a lot of elements. -
07 Oct, '20
GodsFavoriteAntOnly if you're going to regenerate ore nodes. Otherwise this game will be out of resources before it officially launches and nobody will have much to show for it.
-
07 Oct, '20
devuThere is X amount of players that needs x amount of engines to build their ships. The only reason economy goes forward for time being is because people needs bigger engines. Once the market is saturated there will be 0 demand for those elements. This makes market behave like we can observe today. people are producing stuff below market price of ore needed to produce it. More consumables healthier tha market. I'm all in for durability!
-
07 Oct, '20
LippenGood idea as we need to create demand for things to get a rolling economy
-
07 Oct, '20
STARSZAbility to repair it, albeit temporary fix.
ability to break it down into parts when its near death. -
07 Oct, '20
TaelessaelI can see durability being added as a function of damage taken (element was smashed/shot) where in your scrap would thus be the equivalent of a "field repair" that could be improved upon if later taken to a proper repair facility, but durability just for the sake of adding a "check engine light" is annoying at best.
As for total element loss (or permanent non-function), for things like crashing or getting shot its fine, but anything else is just adding to "the grind" at the cost of the fun. -
08 Oct, '20
Jake Arverelements do not "wear off", they "wear out" or show "wear and tear"
-
08 Oct, '20
jonnot in favor of element replacement but saying that: make it a construct repair item not a tear ur ship apart to replace an item, and the if u don't repair the construct after a while things are destroyed... Like doing proper maintenance on a car..... no maintenance and the car dies
-
08 Oct, '20
kyypakkausAbsolutely no!
-
08 Oct, '20
borzoli think we dont need this but we need to be able to completely destroy element. Element should have 2 "HP bars" 1 - functionality 2 - repairability and after that itwould be destroyed
-
08 Oct, '20
Stiven AndreWhy reinvent the wheel ?
If element is damaged completely:
If damaged by pvp 50% it goes poof.
If damaged by crash 5% it goes poof.
There will be crapton of pvp or this game is dead anyway so this will keep economy alive and no need for wear&tear stuff that will be a chore.
The destroyed element is visible and repair unit can replace it with new one so it's not a mess to maintain your ship. -
08 Oct, '20
eldrakeif it will be loosing efficiency not by time but by damage, i mean with ability to repair to full HP but not to full efficiency... then i am agree with that because there need to be way how to keep healthy economy...
-
08 Oct, '20
Mal ReynoldsI dislike this idea, simply due to the fact that the end result is increased resource gathering demands, which isn't "fun". But if implemented then I think this should be limited to elements which are actively in-use on dynamic constructs, e.g. engines, surfaces hit by movement through atmosphere above a certain speed. Static constructs wouldn't wear anywhere near as fast (realistically) and I see no point in having this.
-
08 Oct, '20
PebbleI'm all for this.
General use should eventually destroy components, but it should take a very long time. Perhaps in the order of weeks to a month or two (depending on what it is, and how much it's used).
Would be great if we could interact with the Core to check the state of every component attached to it, and even replace them through there.
This could even create a new market for used parts.
Maybe even let us craft sub-optimal replacements out of scrap, for short-term/emergency use. -
08 Oct, '20
DeadmonWhile this isnt a highly voted for item, I think its pretty important. Right now everything made (besides voxels) will last forever. Every adjustor, brake, engine, warp drive, you name it. That is infinite supply with shrinking demand, which is why the market sees shrinking activity over time currently. Losing these elements, or even needing to spend components + put "damaged" parts into a repair/salvage factory type situation would go a long way to needing more of these things on market.
-
08 Oct, '20
InspirationAbsolute needed, consumption must be a thing if economy and mining is to keep going.
At some point, expansion will slow down and the only minerals needed will be for fuel etc. -
08 Oct, '20
DecoyGoatBombI like the idea of an old clunker ship with used parts. Having a bit of visual difference based on the level of wear would be fantastic but a significant amount more work.
-
08 Oct, '20
ShealladhElement Decay would be absolutely needed. But markets need balancing, what is the point if the markets are fed by BOTs and no REAL player driven economy, this then become redundant
-
09 Oct, '20
Stephanatorjust make stats tied to HP for all elements that affect flight worthiness and combat effectiveness, and add HP degradation from use to relevant elements. for example, weapons degrade per shot, engines per flight-hour and/or fuel burned. radar should have slower lock if damaged, wings less lift if damaged, but neither degrade with use, only with direct damage received. ties in with existing repair mechanic and skills. remove ability to repair from 0 health. destroyed is destroyed except for cores
-
09 Oct, '20
Dmitry NesterovInteresting idea. I support. Should wear out:
Factories (very slow, even if used frequently). Tools (pretty fast). Engines (the more often and more powerful they use, the faster the wear). Voxels (voxels only during a battle or collision with something. But there are exceptions, for example an iron square, it wears out due to contact with oxygen. It rusts).
* - The higher the wear, the worse the performance. -
09 Oct, '20
Teknikreduce max hp by factor of dmg repaired, min hp value for all items. element efficiency determined by ORIGINAL placed hp vs current hp.
'repair tool'
-equip element
-point at element
-click (not instant, but quick)
-element max hp restored
-from coding perspective, repair tool repairs max hp if equiped with appropriate element, repairs current hp if equiped with scrap, thereby NOT requiring remove/replace of element, you are only modifying the current element HP amounts (current or max) -
09 Oct, '20
Teknikdouble comment for length:
on the specific idea of degradation, make it slow, i don't have to replace parts on my car often, but then i don't exactly crash my car on a regular basis either.
if degradation only happens at repair time, then careful pilots won't need to replace parts, PVP pilots or those caught by them, will need to replace parts more frequently.
allow use of 'damaged' parts to repair other parts, an element can only repair max hp up to it's own current max hp.
encourages salvage -
09 Oct, '20
Weekend AvengerItems wearing out and being destroyed HAS to be implemented if you want a game with a working economy. With that said it should be a system that degrades efficiency for "wear over time" with destruction only for PvP and crashes. Efficiency wear would be things like less fuel economy and less thrust for engines or something like more drag for wings as an example. This could be fixed by simple injection of scrap. Destruction wear on the other would require injections with sub components to fix.
-
10 Oct, '20
SpiralRazorIf survival mechanics are introduced, ill be reversing the charges for my purchases. Sorry, but thats not the game i signed up for nor the impression that I ever received from any of the advertising. Ill simply tell my bank that the product delivered was not as described.
-
12 Oct, '20
GallopingTortoisePerhaps if this is applied to your ships outside your claimed zone and maybe even higher rate of decay on an area claimed by another entity. Even make markets the highest degraded rate to make sure spammers have to higher cost to keep their constructs there.
-
12 Oct, '20
AnomalyAs others have suggested, this needs to be focused around PVP or it will only be an annoyance.
Salvage from destroyed ships needs to be less than 50% (I say much less) to prevent resources pooling in the hands of a few PVP groups that would only get stronger. If the same losses are applied to wrecked ships, players will quit after their first landing attempts.
I have suggested a PVP focused approach twice now but neither made it past the mods. -
13 Oct, '20
Lhamainstead of forcing the player to replace entire elements, major repairs should have to be done at a static construct element (repair station). minor repairs would still operate as above, with each repair cuase more major damage over time which can only be fixed by visiting a repair station
-
13 Oct, '20
Daedus MergedSince we have ways of getting more performance out of elements through piloting or placement, why not add an extra layer to get more performance through superior crafting? Just wanting an extra set of talents such as Airfoil Crafting Specialization, Atmospheric Engine Crafting Specialization, etc. Would make me feel more useful as an industry person
-
14 Oct, '20
LinearburnI hate this idea The game is just far to buggy for this
-
15 Oct, '20
Midius MergedAt the moment it is pretty simple, if you need more Thrust put on more engines, need more lift -> more Airfoils.
The T2 engines are interesting but also really lack an impact.
My Idea would be to first get rid of all T2 Engines and then introduce upgrades that can be installed on engines/airfoils/hovers....
Every Element would have a specific amount of upgrade slots that can be filled with upgrades that give different advantages and disadvantages. As an example: Engines get 10% more thrus -
15 Oct, '20
NQ-Naerais Admin"Upgrades for Elements" (suggested by Midius on 2020-10-15), including upvotes (1) and comments (0), was merged into this suggestion.
-
15 Oct, '20
NQ-Naerais Admin"Improve elements through crafting" (suggested by Daedus on 2020-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Oct, '20
NopalitoHow about maintaining a dual health HP for element. Current HP stays the same, It gets repaired goes back to full health. Secondary HP never gets repaired and instead keeps accruing damage. Once secondary HP is used up the Element stops functioning. Once damaged the element can never be sold (would be too easy to use market as a cleaning method for secondary HP).
-
22 Oct, '20
Boytoyno please!
-
22 Oct, '20
Aranolfor something more balanced, I would say
a fully destroy element (red) havea loss of efficiency up to 5-10% every time it is reparaid (so you can repair 20-10 time max an element)
element's efficiency is proportionnal to HP, a 50% HP element have its efficiency reduse by 25%
that sound more balanced -
28 Oct, '20
iLyndrathylThe game is not ready for this yet. Until you get the physics of re-entry correct you cannot expect people to effectively replace all the components in a ship if it crashes 3 times. Having an atmosphere where lift cannot be generated until 3500 meters with engines that take 16 seconds to spool up is not real life physics and MANY players crash every day. People crash because fully laden haulers are coming in on approach when they get a "network error" - this is a game error not a personal mistake that we must or should pay for. If you want to keep economies going then think about upgrading the components and their performance/health etc.
-
28 Oct, '20
VolkierHate to say it, and sorry if I'm being blunt - but this is a horrible suggestion that will make this game extremely un-appealing to majority of the people currently playing, considering durability is the one single most hated mechanic of MMO games. Leave durability to single player RPGs and out of DU. This suggestion is a clear example of why a down-vote system is needed here.
-
22 Nov, '20
NonameOMG Merging ”Upgrade elements” to this proposal is totally wrong.