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 Repair cost scaling with durability

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Souless

Souless


Posts : 282
Join date : 2013-06-04

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PostSubject: Repair cost scaling with durability   Repair cost scaling with durability I_icon_minitimeThu Jul 11, 2013 11:44 pm

Hi all,

Gold rewards went down and so a bit on healing cost but repairs are still very high.

My suggestion
It would be nice if repair cost scale with the durability, it's too expensive to repair an item with low durability as if it would be full as new

Repair cost scaling with durability Durabi10
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Tibr

Tibr


Posts : 698
Join date : 2013-08-21

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PostSubject: Re: Repair cost scaling with durability   Repair cost scaling with durability I_icon_minitimeSun Aug 25, 2013 6:41 am

Sorry if i use this topic for a cross suggestion, its still all in same cathegory Smile

Durability is a pita all over the game.

If items were losing only 1dur per repair, dur would be a musthave stat on godlikes for eco-users. Sadly its randomly up to 4 dur being lost upon repair. And so the issue with durability remains annoying on all qualities. You need to repair items all day long, and more and more often the older they get till you eventually reforge.

It is a unnecessary robbing of our time to find the best fitting option to reach max AP. It had been mentioned that someday there will be a preselected army option, allowing to save setups of troops and their equipment. But as soon as some items are getting repaired, the whole equipment setup would go down the drain - which with 20 used items would be simply all the time.

I think it needs a change.
Factors at hand: fragment demand (reforge), gold cost, repair slots (gem demand), item demand (spare stuff needed because of repairing)
Issues: repair time, repair cost, constant need to rearrange equipment and troops after every second battle, random durability decrease, dur loss per repair.

Suggestions:
- Make the durability loss per repair proportional to the dur being repaired. Possibly requires raising dur numbers.
Example: 100 dur item repaired from 0, new dur 94. 100 dur item repaired from 50, new dur 97.

- Standardize the times an item can be used before repair and ballance out with durability loss and higher repair times and cost. This would allow to keep units equipped without permanent hassle. Introduce different coefficients for all rarity types.
Example: Imagine LI-unit using a godlike banner, epic armor, rare weapon and uncommon artifact. For the sake of simplicity assume the items have a total dur about 45, 40, 36, 21 - and the durability-loss-per-repair-coefficients 1, 1.33, 2, 2.33 with a base dur loss of 3. All items would be usable for certain nr of battles (for example 25) untill they need to get repaired. Repairing would reduce max durability for the items by the base loss * rarity-multiplier. In our case the new durabilities would be 42 (=45-3*1) for godlike, 36 (=40-3*1.33) for epic, 30 (=36-3*2) for rare and 14 (=11-3*2.33) for uncommon. After repair all items could be used again for 25 battles, before they need repairing (with following durs 39, 32, 24, 7 and so on).
The numbers are only a calculation example, common items would follow same scheme with another coefficient.

The number an item can be used before reforging will remain the same = frag demand wont change.
Increasing repair times proportionally = repair slot/gem demand wont change.
Increasing gold cost proportionally = gold cost remain same.
Since reforging and repairing will take equivalently longer, spare items will be needed just as they are needed right now.

However, now one can equip a unit and remain calm for 25 battles knowing its standard AP for any army combinations. And if one wants to switch the equipment, repairing will be proportional to the lost dur (see first suggestion) - fully repairing all items before putting them on another unit will ensure it standardized for next 25 battles. (This could increase the demand for repair slots by a little, but ppl will be able to fill their repair lots before going to sleep as well). As stated above, raising dur numbers to much higher values to display the usage or introducing secondary counter mechanics making it simple to see how often that item had been used and when is the next repair due.

Add: allow to choose how much dur one wants to repair.

All in all this suggestion does not favor any reballancing and allows to improve the current system without any harms that i can think of.
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