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A game of survival, trade and exploration in the universe of Fallen London

Is the Pneumatic Ratsender Useful at ALL? Messages in this topic - RSS

MisterGone
MisterGone
Posts: 139

2/19/2015
So, I don't know if this is a bug or not, I only started playing SS once it hit release, but right now there seems to be NO benefit to purchasing the Pneumatic Ratsender.

I've gotten lots of Rattus Fabers, and without the Ratsender the option to use them shows up in my buttons during combat. And they work. Which means that the only crucial part are the one-time use Rattus Faber items, NOT the Pneumatic Ratsender.

Additionally, getting the Ratsender seems to confer no benefit to the Rattus Faber's repair action. It doesn't speed up their cooldown as far as I can tell, nor does it increase the amount of hull repair that they do, or allow multiple uses of the same Rattus Faber. It seems to be entirely useless as an item in the current build of the game.

Seriously, is this a bug, or intended functionality? Because if this is intended, then why buy the Pneumatic Ratsender at all? It's just an Echo waste at the moment. I'd understand if I needed it to trigger the use of the Fabers. I'd understand if it somehow made their usage more optimal (adding a chance to "save" the Rattus Faber used by not consuming them, or increasing the amount of repairs they do being the most useful potentials for the item). But right now it's not necessary to use the Rattus Faber's, nor does it enhance them so what's the point?

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If you'd ever like to enjoy a good round of pugilism or discussing the higher mysteries, Reginald Drownheart may be the dapper gentleman for you!

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MisterGone
MisterGone
Posts: 139

2/19/2015
You can technically repair using supplies in combat too actually.

Did it the other day on accident. Clicked the wrench instead of my blue gem of win, and started repairs while still engaged in combat.

This too, is probably also a bug now that I think of it.

Hell there are a number of combat related issues with that little pop up bar actually. OK I guess I'm writing a new email.

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If you'd ever like to enjoy a good round of pugilism or discussing the higher mysteries, Reginald Drownheart may be the dapper gentleman for you!

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Dagmar
Dagmar
Posts: 25

2/23/2015
SporksAreGoodForYou wrote:
With that in mind, it's a bit useless anyway. 100 echoes for 10 hull (I think?) repair is more expensive than just using supplies to repair. The only advantage is that you can do it in combat, I guess.
It's not meant to be an economical way to repair your ship anymore than buying fuel from a pirate at zee when you're running out of it is supposed to be an economical way to purchase fuel. It's meant to keep you alive in combat so it isn't going to be cheap but it can keep you alive in situations where you would otherwise die. You can't repair at sea while in combat at least you shouldn't be able to, and it costs 1 supply for 5 points of hull repair over time as opposed to 10 instantly with each rat you send out. If you don't think you're ever going to die in combat or don't care if you do or can't afford it then it's not for you but it's there for those that want the extra insurance.


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    Dagmar
    Dagmar
    Posts: 25

    2/24/2015
    MisterGone wrote:
    Currently you CAN repair at sea with the wrench in the middle of combat.
    Doing so will bring your ship to a stop and disable your ability to fire weapons. As a practical matter you can't be in combat even though you have your combat UI up since you can't perform combat actions (firing and moving) at the same time as repairing. I think it's working as intended.

    MisterGone wrote:
    Because the issue is that 10 repair becomes completely inefficient for the cost with the later ships and fighting the tougher monsters. Sure it's fine for the starter ship, 10 repair is a large percentage of the total hull value when the total hull is at 75. But when your hull is at 300 or 450 in the merchant vessel or the frigate and you're fighting a behemothstache doing 16-20 damage per hit? 10 repair is nigh on useless, even as a clutch move.

    It is not useless. You get 10 repair every 3 seconds. There's a reason you can stack as many Rattus Faber Assistants as you want. You can't think of the Ratsender as something you'll have to only use once in tough confrontations. The 3 second cool down clearly implies an intent that this is a device you may have to use several times in one battle back to back to save your ship from destruction not to restore it to 100%. If you survive you should be heading to the nearest port that provides repairs or using supplies to make repairs at sea.

    MisterGone wrote:
    So I nominate that it instead, does 5% repair of the player's current maximum hull. Theoretically you'd need 20 rats to gain a 100% hull fix this way, which would be a heavy investment, but it would make them relevant throughout the game, while still not being very good compared to heading back to London and spending the same ammount on 100% repair in the drydock.

    Having it repair a percentage of your hull isn't acceptable. On a Frigate that would be ~22-23 hull points. You would need 5 supplies to make that kind of out of combat repair at sea with supplies costing 20-30 echoes at most ports. There is no way you should be able too make emergency repairs in combat for the equivalent to the same or less echoes than it takes to repair out of combat with supplies.

    The Ratsender isn't supposed to make your Frigate effectively invulnerable in combat but you're proposed change would do exactly that with a ship being able to shrug off a Behemothstache's hits every 3 seconds for as many Rattuses you're willing to stock up on. It's meant to be emergency insurance against death. It's fine as it is. To the extent it might need some tweaking it doesn't need something as radical as you're suggesting.
    edited by Dagmar on 2/24/2015
    edited by Dagmar on 2/24/2015
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    SouthSea Rutherby
    SouthSea Rutherby
    Posts: 224

    2/24/2015
    Sir Frederick Tanah-Chook wrote:
    Maybe they're not dying - maybe they're only contracted for one ratsending per voyage, and you need to pay them extra before they'll be loaded into a narrow tube and propelled at ridiculous velocities into the depths of your ship again! After all, they're proverbial for being able to escape sinking ships - no skin off their nose if you get sunk while they're bumming around in the hold regretting having been ratsent.



    Per the actual item description: "No rat will submit to doing this more than once." That implies they do, indeed, survive, but refuse to be used in the same way again.




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    Now the proud captain of Mr. Eaten's Revenge
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