Suggestion: When new shared space boss comes

  • Thread starter Deleted member 55358
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Deleted member 55358

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I was thinking but welcome others opinions, if repairs on ship should be treated similarly to healing on the big shared boss in space when it comes as far as loot distribution goes.. Possibly even pilot but on that im not sure cuz theres not really any costs associated with pilot at this time, only what they've done in the past to get there. Curious what others thoughts are on this.
 
Still combing space.. Theres something out here making all these nests.. Just gotta find it!! :yay:
 
Still combing space.. Theres something out here making all these nests.. Just gotta find it!! :yay:

optimism :)

They've updated space a bit recently so you may get bigger mobs
 
Must have missed this thread when it has come around before, but yes the option for shared loot across whole crew would be nice, but would need to be different from healing.

When we heal we usually agree with hunter/team who will cover cost of healers decay. Amount is provable with screenie of tool TT values at start and end of the run. Even if 2 healers used by team the maths is simple. Or accept MAs assessment that whole team is supporting the kill and there division of loot (which we know causes issues if there is an item or a soto)

In space you would need to cover gunners ammo and tool decay for repairers. They are massively disproportionate.
Even the ammo used from gunner to gunner could vary hugely. Unlike planetside hunting also impossible for rest of team to see if a gunner is doing nothing/ shooting at the air or actually contributing to the kill. Trust would therefore be a major issue.
Arguments over who gets which seat, where / how the pilot approaches mobs leaving some guns blind etc would further complicate things

In order to make allowance for ammo usage/decay in a fair and balanced way would require tracking of all ammo used, all decay from tools of those in team (think bigger team size than we are currently allowed if large crew on board)
Then all loots stockpiled, and all percentages paid out based on ped spent
This ofc leaves out the pilot, whose expense is time... and time is money too
Would you trust MA to handle this in a way that is transparent and clear to team ? How should they deal with item loots ?

Without the pilot you go nowhere, hunt nothing. A good pilot with a good knowledge of the spawns will make a much nicer hunt than a newb
A higher level Captaincy will enable the ship to take less damage
A bad pilot will not provide a stable gun platform and shots will be wasted and ped spend increased

So MA would then need to let team set a Pilot percentage at the start in the same way Healer loot used to be set by team

Simpler by far is to agree a pay structure in advance and agreed by whole team
Use reppers you trust to do the job and pay them a fee towards their time and expense (maybe an hourly rate, payable whether team wins or loses) They will also be skilling ofc

Gunners will also be getting skills and could perhaps agree to pool all loot and divide by number of guns but that pre-supposes all gunners are equal in terms of expenses which they are very unlikely to be. Even if all record their ammo at the start and end it will still be a matter of trust that it was spent wisely.

Pilot, zero in game expense, but also very little skilling especially if you get an experienced pilot to assist. This needs careful consideration, and again probably an hourly pay rate (payable whether team wins or loses)

and perhaps a percentage paid out as bonus to pilot/reppers if there is a large HOF.
 
Must have missed this thread when it has come around before, but yes the option for shared loot across whole crew would be nice, but would need to be different from healing.

When we heal we usually agree with hunter/team who will cover cost of healers decay. Amount is provable with screenie of tool TT values at start and end of the run. Even if 2 healers used by team the maths is simple. Or accept MAs assessment that whole team is supporting the kill and there division of loot (which we know causes issues if there is an item or a soto)

In space you would need to cover gunners ammo and tool decay for repairers. They are massively disproportionate.
Even the ammo used from gunner to gunner could vary hugely. Unlike planetside hunting also impossible for rest of team to see if a gunner is doing nothing/ shooting at the air or actually contributing to the kill. Trust would therefore be a major issue.
Arguments over who gets which seat, where / how the pilot approaches mobs leaving some guns blind etc would further complicate things

In order to make allowance for ammo usage/decay in a fair and balanced way would require tracking of all ammo used, all decay from tools of those in team (think bigger team size than we are currently allowed if large crew on board)
Then all loots stockpiled, and all percentages paid out based on ped spent
This ofc leaves out the pilot, whose expense is time... and time is money too
Would you trust MA to handle this in a way that is transparent and clear to team ? How should they deal with item loots ?

Without the pilot you go nowhere, hunt nothing. A good pilot with a good knowledge of the spawns will make a much nicer hunt than a newb
A higher level Captaincy will enable the ship to take less damage
A bad pilot will not provide a stable gun platform and shots will be wasted and ped spend increased

So MA would then need to let team set a Pilot percentage at the start in the same way Healer loot used to be set by team

Simpler by far is to agree a pay structure in advance and agreed by whole team
Use reppers you trust to do the job and pay them a fee towards their time and expense (maybe an hourly rate, payable whether team wins or loses) They will also be skilling ofc

Gunners will also be getting skills and could perhaps agree to pool all loot and divide by number of guns but that pre-supposes all gunners are equal in terms of expenses which they are very unlikely to be. Even if all record their ammo at the start and end it will still be a matter of trust that it was spent wisely.

Pilot, zero in game expense, but also very little skilling especially if you get an experienced pilot to assist. This needs careful consideration, and again probably an hourly pay rate (payable whether team wins or loses)

and perhaps a percentage paid out as bonus to pilot/reppers if there is a large HOF.

Compensating avatar skills via such a system just doesn't make sense, As far as player skill goes I see a lot of good arguments for compensating a skilled pilot, but that seems a bit tricky to implement in this sort of system -- maybe some sort of a tip that's not automatic? The rest makes perfect sense and should be done.
 
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