I don't care for the idea of repair kits, but I posted something similiar to this in another thread.
NPC Repairs (In Cities)
- Make it so that NPC's will repair items up to 100%
- Make it so that the cost of NPC repairs is simplified across the board, something like R1-10 = 500gil, R11-20 = 2,000 gil, R21-30 = 4,000 gil, R31-40 = 8,000 gil, R41-50 = 15,000 gil. (Just a rough example)
NPC Repairs (At Camps and Aetherytes)
- Make is to there is an NPC at Camps and Aetherial Gates that will repair up to 75% durability. The cost of these repairs 'out in the wild' is 50% more than the REVISED NPC costs in town.
Player Repairs
- Make it so that players can repair items up to 125%
- Make it so that items repaired to 125% also have a 25% bonus to all its statisics. Defense, Attack, Attributes, all goes up to 25%. (NOTE: a 25% bonus is just AN EXAMPLE. It could be 20/15/10 or even 5%)
- Make it so that as the item takes durability the bonus % to stats goes down as durability goes down. 24%, 20% etc. One the item hits 100 durability there is no longer a bonus.
The positives of this is it promotes players repairs as a boon and doesn't make it seem like an irritating requirement. If you only have a short time to play you can get still get your gear repaired to full without wasting time searching for a PC repair.
The revisions to the NPC repairs make it a better sytem overall. Instead of going around with damaged gear when you can't find a player to repair you are likely to get an NPC repair at a cheaper cost. Having NPC repairs at camps and aetherials will be a worthwhile convenience for players who need a quick repair and do not want to run back to town when players are not around. Also it is a great money sink. Yes the cost to repair is lower now for NPCs but that means you are getting alot more players to dump some gil into it. This game needs money sinks, imo this is a fair money sink and better repair system overall.
No thanks to kits.