Simple Quality of Life (QoL) Proposal

To equalize and add another small sink, Id suggest shield regeneration is no longer automatic, and charged for via the “Repair” window.

Repair costs are very small anyways, whether for better or worse.

Instant, free cap recharge is fine as is.

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I am pretty sure CCP has recognized repair costs are pretty useless as they didn’t even bother to implement them in the game for Upwell structures. Although part of that was tether was suppose to do that and repair services were then added as an afterthought.

It kinda makes no sense for it to be this way. Free tether repair takes repair costs from mostly irrelevant to completely irrelevant. To unify the whole thing I would just remove the repair ability from tethers (POSes didn’t repair you for free overtime) and either:

a) Give upwell structures repair costs identical to stations but go to the owners (or can be set by the owners).
b) Remove repair costs from stations and make repairs free and instant everywhere.

It seems there is very little actual gameplay or impact of this system outside of a few niches cases. Personally, I say just delete it entirely - if you make it to a station and dock, you are completely repaired, or perhaps repaired over a short time depending on the damage as a nod to immersion.

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To avoid abuse in PVP setting, i do think a timer should be there…

People have it to 0 anyway for friendlies

Aside from an isk sink, its good that repairs can be enacted instantly at a cheap price, just from clickibg twice to repair.

We want players getting back out to explode/explode others as fast as possible.

Im ok with a Shield regen/repair cost, in station/Citadel, even as a habitual shield tanker myself.

The inequality atm, is not armor repair at cost, its shield repair for free.

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I like the OP’s idea, lot’s of Sci-Fi movies show ships being repaired by their crew when docked.

Sure that option will remove the ISK sink for repairing armor and hull on ships but the module and drone repairs will still apply.

yes you do, you don’t want to pay the repair bill and you don’t want to waste time time sitting outside and repairing. So you want the repairs for free, both isk as time wise.

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Why should it be consistent? It is perfectly fine to have some diversity in game mechanics. Not everything has to work exactly the same, armor and shield are different things and they should work differently in some respects.

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Making things homogeneous in a game is rarely a good idea since it removes choice and gains nothing.

The only real exception to the rule would be if the difference between the two items in question is severely detrimental to the game and this is not one of those exceptions.

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Diversity in game mechanics is fine, in and of itself. Arbitrary diversity, or diversity just for the sake of diversity, isn’t fine.

Armor and shield working differently is fine, in and of itself. Working differently in a way that doesn’t make sense, or just for the sake of working differently, isn’t fine.

It’s a case-by-case judgment, and depends on the context of the situation. Here, since an armor repairer would run just fine in station, it makes no sense to arbitrarily force a difference and say it wouldn’t run just fine in station “just for the sake of diversity” or “just to have different mechanics” or whatever.

The relevant difference which does make sense in this situation is that you should have to have an armor repairer fitted, with the ability to online it, in order to have the repairer run in-station, where as there should be no need for a ‘shield repair module’ to be installed to get the shield recharged, since shields recharge anyway on their own.

A shield recharges automaticly. Armor doesn’t… Deal with it. Your proposal is crap.

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But it makes sense and there are situations where this difference is actually important and gives the shield tanker an advantage.

I dare say that soon enough you’ll be able to buy insta-repair nanites in the cash shop. And for sure they’ll be RNG based, so you’ll need to buy a ton of them.

Remove automatic/free shield recharge, and instead add it to the repair option list at whatever cost CCP deems ressonable.

Read all your posts diligently and saw nothing of real depth or substance. Please, folks, try a bit with your grey matter.

Consider how it all works, in station or out;

  • Shields regenerate. Seems that when you dock your shields get fully regenerated instantly. Logical… either the station is sending you some power and zapping your shields up or your built in energy source is allowed to power up your shields fast. Great, pure logic, its fine the way it is.
    Armor/ Hull: No built in repairs. You can fit modules that can repair at the cost of capacitor. Logical, realistic, immersive.
    Capacitor regenerates. Ships have built in power sources for the great many fun things our favorite ships do. It powers all that and loads up a capacitor for on demand high power outputs, beyond what the power source can handle in an instant. Pure physics and top minded electrical engineering immersion.

Lets put it together. When docked with armor repairers and structural regenerators you still have capacitor and your power source is still active to feed it. All the pieces are there, just let us use equipped modules under all circumstances where the requirements are met. In this case capacitor power. Simple, logical, immersive.

Don’t you agree?

Too Long, Didn’t Read: Trade cap for repairs anywhere if you have the modules, even in station.

“You just want free stuff!”

“Shield and armor mechanics should be different!”

“Blah blah blah!”

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