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DorianGray

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  1. I think element destruction as such is a good idea. There needs to be time, item and quanta sinks, and industry owners need to stay in business. But obviously this should be something that's implemented very late into the beta, right now there's too many unwanted reasons to crash, e.g. lag or stuff simply not rendering in time. But - I wouldn't make it a fixed number. I would make it a fixed number and then a probability to get destroyed, maybe even a slightly raising probability. So, e.g. your Military Engine has 5 lifes guaranteed whereas a basic Engine has 3 lifes guaranteed. After having been broken 5 times, the probability of the Military engine could raise by e.g. 10% and Basic Engines by e.g. 20% after having been broken for 3 times, giving Military engines something between 6 and 14 "lifes" whereas Basic engines get 4 to 7 in this example. Therefore you guys could balance overall costs of an item and lifes, and it would be fun to know it gets increasingly more risky to take a specific e.g. AGG with me to a tour (because it was already broken 3 times) or not. (My dream though would be to introduce quality levels to items, so we could (and have to) really specialize in a few or even a single item but have the chance to become the best vendor for e.g. Ailerons. A quality level 55 alieron would have like 10% more uplift versus a level 1, so nothing too crazy, and quality levels raise by you building a lot of them plus maybe a special resource/currency you need to invest, plus luck. - Ultimately, you could also make it that you can stop learning a skill in favor of investing time to increase quality level of a specific item. I think that would allow us go through the roof in regards to customizing your "career path" in DU.")
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