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 Upkeep overcharged 
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Joined: Wed Jun 02, 2010 3:01 pm
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when I am behind by 1 day as about 1 B behind and you damaged mine over 12B thats xxxxxxxxxx!! And again today that I was about .5 B behind and you damaged over 12B again!!


Tue Apr 05, 2011 12:39 am
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Joined: Sat Jan 09, 2010 12:49 pm
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Thanks for the report. The actual damage penalty inflicted on your modules when missing a payment is greater than your daily upkeep amount. Its important to sell whatever equipment is too expensive, especially if you are taking a longer break.


Tue Apr 05, 2011 12:46 am
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These should be about 10% to 20% if behind payment not 1200% or over.


Tue Apr 05, 2011 12:58 am
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Well I was assuming 10% module damage. I've never had it happen, but if you are not builder (so upkeep = 5%) you will take 2x upkeep damage, if builder (2.5%) you will take 4x upkeep (assuming 10% module damage). So if it's really 12B damage for 1B upkeep ... suggests 30% damage, or maybe 50-60% if non-builder. Dan, what module damage actually happens ?

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Wed Apr 06, 2011 1:33 am
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It sounds like he had to repair them, so it might've been 10% damage, and 10% was just enough to break them; as in, he wasn't being 10% for each module but 100%, because they were already 90% damaged.


Wed Apr 06, 2011 2:04 am
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I think he's saying that all your modules get jacked up even if you are just a few credits short.

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Wed Apr 06, 2011 5:26 am
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I already assumed they all took damage, what I don't know is how much.

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Wed Apr 06, 2011 11:59 pm
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they are damaged 10% no matter how short you are and it takes whatever credits you have anyways.

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Thu Apr 07, 2011 12:09 am
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OK, now it makes sense, he had a lot of module damage anyway and had to repair all at once. Then my assumption above was correct, you take 2-4x upkeep worth of damage depending on whether you are builder or no, which seems pretty fair to me.

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Thu Apr 07, 2011 6:48 am
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Better approach would be that if there is not enuf money to pay for upkeep then money shouldn't be wiped out 0 and incur a full 10% damage to all modules..

It would make sense to pay full price of upkeep if have enough money but doesn't make sense to pay all money for NOTHING if not enough money to pay for upkeep..

I propose the algorithm revision:
1. If credit > = upkeep then credit - upkeep = remaining balance
2. If credit < upkeep then credit = remaining balance + 10% damage to all modules..

That way players could use remaining balance to pay for any broken modules if it happen.. That approach will remove the feel of double whammy effect of the cost..

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Thu Apr 07, 2011 1:54 pm
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Joined: Sat May 22, 2010 6:22 pm
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Nocifer Deathblade wrote:
Better approach would be that if there is not enuf money to pay for upkeep then money shouldn't be wiped out 0 and incur a full 10% damage to all modules..

It would make sense to pay full price of upkeep if have enough money but doesn't make sense to pay all money for NOTHING if not enough money to pay for upkeep..

I propose the algorithm revision:
1. If credit > = upkeep then credit - upkeep = remaining balance
2. If credit < upkeep then credit = remaining balance + 10% damage to all modules..

That way players could use remaining balance to pay for any broken modules if it happen.. That approach will remove the feel of double whammy effect of the cost..

To clarify, is your suggestion to cause the 10% damage without draining your credits? then +1 to that.
And another thing, I would like a news alert if my ship is damaged in this manner.

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Thu Apr 07, 2011 3:16 pm
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zophah wrote:
Nocifer Deathblade wrote:
Better approach would be that if there is not enuf money to pay for upkeep then money shouldn't be wiped out 0 and incur a full 10% damage to all modules..

It would make sense to pay full price of upkeep if have enough money but doesn't make sense to pay all money for NOTHING if not enough money to pay for upkeep..

I propose the algorithm revision:
1. If credit > = upkeep then credit - upkeep = remaining balance
2. If credit < upkeep then credit = remaining balance + 10% damage to all modules..

That way players could use remaining balance to pay for any broken modules if it happen.. That approach will remove the feel of double whammy effect of the cost..

To clarify, is your suggestion to cause the 10% damage without draining your credits? then +1 to that.
And another thing, I would like a news alert if my ship is damaged in this manner.


Doesn't it alert you? I thought I recall it doing that.


Thu Apr 07, 2011 3:18 pm
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Oh I thought the complaint was originally high repair bill ... if it's "don't take credits AND damage modules since I actually didn't pay upkeep at all technically" then I agree, if you are barely short you really lose out double here.

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Thu Apr 07, 2011 8:18 pm
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I'm relatively low-ranked (currently 78), so all this talk of 12b+ daily upkeep scares me.


Deeply...

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Tue Apr 12, 2011 7:28 pm
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Then here is my suggestion: if you can't pay upkeep, then all your modules get damaged without losing credits.

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Tue Apr 12, 2011 11:08 pm
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zophah wrote:
Then here is my suggestion: if you can't pay upkeep, then all your modules get damaged without losing credits.

i already asked for this. no luck so far.

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Tue Apr 12, 2011 11:12 pm
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Vekno wrote:
zophah wrote:
Then here is my suggestion: if you can't pay upkeep, then all your modules get damaged without losing credits.

i already asked for this. no luck so far.

i think i +1ed it too.
if not then here i do it again X-D
+1 for not paying upkeep if you cant afford it. only taking damage


Wed Apr 13, 2011 1:24 pm
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