How often are we thinking malfunctions will happen? Not the damage you get from being shot, but when I'm doing what I'm supposed to be doing, just trying to live my life out in the verse, and my stuff breaks. Is this a thing that happens every 30 minutes? Set some expectations for me here.
TL;DRMalfunction frequency is still undecided and subject to testing, but it would depend on usage and ship state, with off-stock tuning raising the chance and undertuning lowering it, and not every ten minutes.
So A, it is dependent on... If you fly your stock ship, like the base example, we are still debating if we want to make it based on the distances you travel or based on the time you actually spend on the ship. Right now, my favor is to go on the distance side, so that we make it distance-based, because we don't want to punish players that are just jumping around in one system. Doing the comparison again with cars: if you have a car that you just use to travel short distances in a city, it lives longer than a car that you use to travel... Well, it's not entirely true, but you get the idea. So just to throw something out, you might have it once a month, once a week maybe.
So it depends on your amount of usage, depends on the kind of usage.
Exactly. But we are talking about different numbers once you start to tune it or once you start to travel to locations where there are environment effects. If you fly into a radiation cloud, the chances are higher that it might interfere with the ship items and therefore trigger a malfunction. Or if you didn't pay attention and you left a door open and suddenly the entire atmosphere... So basically any state that your ship is in that isn't the stock state will affect the chance for a malfunction.
So those people that are trying to Fast and Furious their components and push them beyond the red line, yes, they will have to contend with more engineering. You want more, you have to put more into it as far as gameplay.
But there's also the case when you basically underpower your ships, right? So this even helps you to reduce the chances of malfunctioning. For example, that was with the intention of allowing you to travel millions and millions and millions of kilometers with your Carrack to explore the vastness of space. So you basically would definitely undertune your items so that they are running with a lower frequency, with a lower capacity, with lower resource consumption, with lower power. And that would ultimately result in them being more reliable. That means they trigger fewer malfunctions. So there you might even end up with half a year without a malfunction. I'm throwing in numbers. But we didn't decide on that, because we have to keep it interesting. But we are definitely not talking about once every 10 minutes you trigger a malfunction. That would be crazy.
And I think it's important to state, and this is one of those things that we could probably reiterate every 30 seconds of this conversation, that all of this is subject to further development, further tuning, further balancing, and most importantly, further testing. Mining is a terrific example. Torsten and his team are the team that have done most of the mining stuff that you see. And if you've been following the project, mining has grown and evolved and iterated far beyond a couple of other systems. Expect that kind of thing from this. Whatever the first version is that goes out, expect it to continue to evolve, to continue to change and iterate and grow based on your feedback and our team's intake and understanding of that feedback.
Thank you. But yeah, we are already expecting that, once we put the values that we put in into a patch that will be playable by the players, they will directly react, and we tune the numbers so that they actually make sense and people are actually enjoying it.