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That being said, yes, Death penalty is absurd, with higher tiers of gear each death costs me 50k at a bare minimum from having to repair my ♥♥♥♥ and that's not accounting for the qbit loss, some ships and cars are worth millions loosing hundreds of thousands is enough.
You'd have free energy too. May as well play in creative at that point.
If you use a repair station at a settlement you pay with credits instead of components.
There are two different ones at the space station near the first warp gate. One charges credit and one charges components.
You can charge a battery by repairing it for a lot cheaper than crafting a new battery for credits but if you try the same with components it literally charges you two batteries worth of resources to repair.
A death loop can and will destroy your entire set of gear.
The penalty for dying is losing currency and durability.... Durability on ALL items with durability, including the pieces of gear you do not have equipped. OP is stating that there should be a toggle or accessibility option to disable that because it makes sense for the gear you do have equipped to lose durability but not the brand new batteries you just crafted and havent even used yet
it actively wouldnt be that hard to do is the issue. It would literally just come down to having gear have a "equipped" and "unequipped" tag in their code files. Then have that "equipped" tag triggered when on the body slots or in the hot bar and have the death penalty damage inflicted only on "equipped" items.
Its a pretty basic line of code that most if not the majority of games have. And unless the game is programmed in ruby or python its only a line or two extra telling the game to just "Player dies > ({check if items are equipped > true> reduce durability by 25%} [and] {check if items are equipped > false > end/do nothing}"
Because every player is individual in their time management and not everyone lives in their mom's basement and has time 24/7. Job/family/cat you get it?? ;) The game would have benefited from an early access phase, all in all ;)
I tried to repair my battery and it wanted 4 coal and 4 refined dirt (cant remember the name). BUT, it only costs 2 coal and 2 dirt to make a brand new battery.
The problem is - if you have enough credits to repair with them instead of resources you lose the credits every time you die, so not only are you losing durability on absolutely everything, but you are going broke at the same time?
Obviously there was a negative change to the either the pirates weapon damage to us, or our weapon damage to them, as I am trying to just get close to POI's that I was able to take on with very little problem in the DEMO, but now I am being one shot'd from further than I can even defend myself from.