Posted by: Droll
« on: May 12, 2020, 06:38:18 PM »I see where you're going, but I disagree. You'll never find a number that covers all situations. I'd have it use 100% the same way maintenance life does, and let players manage it.
That's probably the right way to go about it, since there's a high chance we won't be able to agree on the specific number
A better solution might be to allow for us to set that factor ourselves. It could be a percentage figure in the miscellaneous tab of class design. It should be fairly easy to put a variable there and take into account when doing the calculation. That way we could also adjust it for different ships.
Also consider that when in combat you don't actually care about the overall maintenance life of a ship. Thanks to supply ships you should always be entering initial combat at approx 100% MSP. So just use all the MSP to compute the expected combat time with all weapons firing at they max ROF.
What I actually want to see more than that is for the game to tell you the maximum repair cost of each weapon so that I know how much MSP goes poof when the weapon decides to fart- and maybe have a new tech that reduces MSP repair cost of weapons due to malfunction and have it as an extra design option that makes the weapon more expensive but more reliable.