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Great way to repair ships: Use a 'repair' fleet with stacking repair modules

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12 years ago
Dec 31, 2012, 2:29:10 AM
I just saw several incorrect posts discussing ship repair, so I thought it might help to offer this tip.



A great way to heal ships outside of combat is by creating a fleet packed with repair modules.



1. Build a bunch of 1cp ships with nothing but a repair module and maybe an engine.

2. Put damaged ships into this repair fleet.



The repair effect stacks, so try to cram as many repair ships as possible into the fleet, along with the damaged ships.



Note that some repair modules (the lower tier ones) only work in friendly sectors.



In my current game, it takes 2 or 3 turns to fully repair a heavily damaged ship.
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12 years ago
Dec 31, 2012, 3:13:27 AM
I think its much less of a hassle to just have the best repair module available in every ship you make, so every fleet is repairing itself in between battles anyway. It's worth the space.
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12 years ago
Dec 31, 2012, 3:52:43 AM
Of course, do that too. I'm assuming that it's basic knowledge to have a repair module in your ships.



But as your ships use up more CP, they are repairing less and less in between battles because there are fewer stacking modules.



And the lower tier modules only work in friendly territory. The higher tier modules enable repairing anywhere.



For the fastest repair, put the damaged ship in its own fleet and fill the rest with repair ships. This is far faster than just leaving it in your fleet. Many times faster.



It's your choice how much you want to micromanage, but this is an option that can significantly improve your ability to field healthy fleets.
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12 years ago
Dec 31, 2012, 4:14:18 AM
My personal strategy for repair is to build more ships.
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12 years ago
Dec 31, 2012, 4:41:00 AM
Igncom1 wrote:
My personal strategy for repair is to build more ships.




Umm...



If you can repair the ship in a few turns, why go through the process of building another ship, then bringing it all the way to the battlefront? And you have an opportunity cost because you could have spent that production on anything else.



Well, anyways, it's all personal preference on how you want to play the game.



Personally, without the accelerated healing, I would have lost my current game a long time ago. In a close war where the AI is powerful enough to really threaten you, being able to cycle healthy units quickly is pretty vital.



I read several posts from people saying that the only practical way to repair is via nano-repair in battle. They said that out of battle healing is so slow, that it's better to scuttle and rebuild. So I thought it would be nice to give them another option.
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12 years ago
Dec 31, 2012, 5:20:17 AM
Since we're on the subject of repair, and I don't want to start a new thread on a specific repair question:



what's up with the auto-repair function for Hisuss (sp) ships? Is this some super advanced repair module? If so, howon earth are they getting the offensive weapons and flak into these tubs as well?They are killing me on what looks like a space magic version of the resurrection/mass heal spell. I'm twitchy now about the AI being off, because these guys have 4 systems, and are not only pouring out ship after ship and jumping higher in classes than me and my ten system empire, but they're also apparently very lucky about the resources they have to build these fleets in the time allotted. I'm reaching my wits end trying to figure the rules out for this thing. So many curve balls every time you figure out one thing, two new oddball puzzles present themselves.
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