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Repairing ships: game inconsistency

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13 years ago
May 12, 2012, 12:17:26 AM
Buio wrote:
Sends Cold War envoy; Sorry I had to attack and destroy your scout, but I needed to repair my battle fleet.




ROTFL.



(ten char filler)
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13 years ago
May 12, 2012, 12:01:06 AM
I too like Godbeast's idea. I haven't played the game so much that I can comment on possible implications, but I like it.



The battle card Microbots is overpowered. It takes a huge amount of turns to repair ships, and putting them in dock seem to do nothing to increase repair speed. While you on the other hand can repair all ships fully in one combat if you have the advantage.



Sends Cold War envoy; Sorry I had to attack and destroy your scout, but I needed to repair my battle fleet.
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13 years ago
May 11, 2012, 10:33:53 PM
Godbeast wrote:
Random idea of doom:



Introduce two different kinds of ship HP. Hull and armor. Make armor be repairable in combat and automatically filled up to full after combat. Make hull damage (damage taken after armor is depleted) be strategic and take turns to repair. A split of 50/50 hull/armor or 60/40 hull/armor to make it worthwhile to repair armor and hull damage be something that happens regularly.



Make hull hp un-upgradable outside maybe single-equip support modules. All HP increase goes to armor.



Thoughts?




This is an excellent idea! Plus it makes sense that structural damage would be a significant undertaking to fix whereas a couple of nano-bots could probably weld spot weld some tin foil to the ship in no time!
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13 years ago
May 11, 2012, 9:46:47 PM
Godbeast wrote:


Introduce two different kinds of ship HP. Hull and armor. Make armor be repairable in combat and automatically filled up to full after combat. Make hull damage (damage taken after armor is depleted) be strategic and take turns to repair. A split of 50/50 hull/armor or 60/40 hull/armor to make it worthwhile to repair armor and hull damage be something that happens regularly.



Make hull hp un-upgradable outside maybe single-equip support modules. All HP increase goes to armor.




Massive like for this, brings back memories of flying an armour tank in EVE. Even though in that you could do a hull repair but yeah, in principal, sweet thought!
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13 years ago
May 11, 2012, 9:44:27 PM
Random idea of doom:



Introduce two different kinds of ship HP. Hull and armor. Make armor be repairable in combat and automatically filled up to full after combat. Make hull damage (damage taken after armor is depleted) be strategic and take turns to repair. A split of 50/50 hull/armor or 60/40 hull/armor to make it worthwhile to repair armor and hull damage be something that happens regularly.



Make hull hp un-upgradable outside maybe single-equip support modules. All HP increase goes to armor.



Thoughts?
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13 years ago
May 11, 2012, 8:56:06 PM
Yeah this is a hard square to circle. On the one hand I don't want strategic level ship repair to be too quick, it's also nice to be able to make emergency repairs in battle. :-/
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13 years ago
May 11, 2012, 8:50:11 PM
The time for 'in system' repairs does seem extreme at the moment. Plus it would be nice to get repairs while in a hangar, which at present doesn't seem to happen at all.
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13 years ago
May 11, 2012, 8:24:21 PM
Hmmm perhaps because the nano are horribly expensive and hence for non-emergency repairs, it makes sense to do it in a shipyard?



But yea, you got a point.

Fritzworth wrote:
Simple question: if I can significantly repair my ships in a matter of seconds in the middle of combat using the microbots battle card, why do I have to wait around to for turn after turn after turn in a friendly system to do the same amount of repairs? ..fritz..
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13 years ago
May 11, 2012, 6:34:04 PM
Probably if you don't do exactly that, or have extremely good time. ..gord..
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