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Dry dock station or system improvement. Maybe a ship module?

System ManagementMilitary

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8 years ago
Dec 7, 2016, 4:54:02 PM

A dry dock station or a system improvement.


Specific system improvements (dry docks?) to increase hangar capacity. You could have more ships in hangar than capacity, but then they'd be losing HP/turn (inadequate maintenance), down to a minimum of 'X' HP. Maybe dry docks could be more like stations, with individual modules that could provide bonuses to repair, exp. gain, maintenance cost, etc. This way you could put a dry dock in a system with only an asteroid field and it would be a place where you could repair fleets fighting in a neighboring system.


It ties into the ideas for reduced upkeep for ships in hangar. A hangar-ed ship could lose some experience (crew getting rusty), maybe even every turn that it's in the hangar. You can then set a ship to pre-mobilization, where it sits at between hangar-ed upkeep and full upkeep and gains up to 'X' experience (set rate of experience/turn). So conceivably, you could have a very high experience ship turn into a rookie, after being in a hangar for 'X' turns. 



Updated 3 days ago.
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8 years ago
Dec 7, 2016, 5:37:27 PM

May I post a link to the 'reduced upkeep' idea thread here?

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8 years ago
Dec 8, 2016, 10:29:51 PM

Got something similar here about ship repairs:
https://www.games2gether.com/endless-space-2/ideas/142-improved-ship-repair-mechanics

But this doesn't cover the "dry dock" improvement that you suggest here.

Something that I would like to see in the game.


The main goal is that autorepair needs to be disabled and then we have a whole array of interesting options to implement.


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8 years ago
Dec 9, 2016, 1:23:18 PM
samsonazs wrote:

Got something similar here about ship repairs:
https://www.games2gether.com/endless-space-2/ideas/142-improved-ship-repair-mechanics

But this doesn't cover the "dry dock" improvement that you suggest here.

Something that I would like to see in the game.


The main goal is that autorepair needs to be disabled and then we have a whole array of interesting options to implement.


They can always make a dry dock module for the largest size hulls. This module would be large enough to not allow any significant offensive weaponry to be installed on the ship. So you could build a station that would repair your ships and have enough space for weapons to be able to defend itself, create a system improvement that repairs docked ships and finally have a large size ship that can repair fleets. You can tie in the repair rate, based on industry spent to build a ship and % damaged, so repairs don't simply take a single turn. Therefore a system improvement would repair ships at the highest rate (based on system industrial production), a space station would be second fastest (and could get upgrades to increase the rate of repair), and finally a ship that would repair at the slowest rate. You could even create an entire fleet of repair ships.


I know this would move away from using dust as the resource for repairing ships, but I feel that this would be a more natural way of things.


Dust could maybe repair a ship for a certain # or % of HP or increase rate of repair. It feels completely counter-intuitive that a ship that took four turns to build can be repaired from say 10%HP to full in a single click, without even a turn passing.

Updated 8 years ago.
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8 years ago
Dec 9, 2016, 2:15:33 PM

I like your thinking.

Dust can not only repair your ship in one turn. It can create a whole fleet in 1 turn and that is something that is way out of logic for me.

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8 years ago
Dec 9, 2016, 6:51:24 PM
samsonazs wrote:

I like your thinking.

Dust can not only repair your ship in one turn. It can create a whole fleet in 1 turn and that is something that is way out of logic for me.

Absolutely. I believe there will be another major faction that's a civ of living trees, and maybe that one can have ships that regenerate on their own, or even consume other ships of their civ to fix what's broken. I don't think any other faction should have ships that regenerate or can be repaired with dust. If fleet construction and management takes longer than 1 turn, then you'd need to be more strategic and plan ahead. I don't know if this would require AI tweaking though. Repairs and associated components shouldn't require too much coding effort, but adjusting AI behavior may be a more complex problem.

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8 years ago
Dec 19, 2016, 6:11:00 PM

I somehow missed the clearance to post this link.  I think the link to your idea is broken in my notifications

azymin wrote:

Sure thing :)


Many of those who follow this thread may have seen my 'reduced upkeep' idea, but I'll link here anyway.  


https://www.games2gether.com/endless-space-2/ideas/90-reduce-hangar-upkeep-for-ships


Now  that I think about it, programming the AI to efficiently manage this change could be like climbing a mountain, eh?



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