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Star system hangar actions

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13 years ago
Jun 6, 2012, 1:38:42 AM
So I noticed that ships heal abysmally slow without any of the repair/turn modules. In the early game you dont really have space ( or tech) to fit those modules in, so why not have a different way to heal.



I recently noticed you can drag and drop ships back onto a star systems hangar. How about having ships inside a hangar have greatly accelerated healing at end of turn, as well as the option of using the star systems production to refit those ships into any improved designs you may have. And lastly, a recycle option, to recycle those unwanted ships and turn it back into a small amount of production, when your ship maintenance is getting too heavy or you dont want to spend production/dust to upgrade old ships.



You can even have new system improvements to enable or upgrade these new suggestions. Enable faster repairing, more efficient refitting. Some improvements increase the XP and HP of newly built ships. However, after building a ship without those, say on a star system that did not have those improvements, you no longer have any way of adding those upgrades to the old ships. So why not have the option of moving the ships to a hangar of a system with those improvements, and being able to refit those old ships with the XP and hp boosts. Or even have other boosts, like improvements that enables specific refits that are different from the ones in the ship design screen.
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13 years ago
Jun 6, 2012, 8:32:12 AM
at first I thought all these things were already like that. I was quite annoyed to learn you can't refit a ship when it's in a hangar (for example, when there are pirates in orbit). nor do they heal any faster it seems, which I feel they should.

recycling would be nice. most similar games give you a slight industry boots when you scrap ships in orbit.
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13 years ago
Jun 6, 2012, 11:00:57 AM
Agreed. But I think you shouldn't be able to put them out of the hangar again until they are fully repaired/retrofitted. So it would take a couple turns depending on your industry/improvements in the system, but of course would have to be faster than building a new ship. And maybe reduce/stop production in the system for that time.
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13 years ago
Jun 6, 2012, 4:35:41 PM
Yes, it would be queued into the production list like any other improvement. So refitting and healing doesnt occur until end of turn.
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13 years ago
Jun 6, 2012, 10:34:29 PM
+1 here, also, while in hangar they could be repaired a bit faster, outfited too, but they cannot defend the star system until next turn or repairs are finished or whatever..
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12 years ago
Aug 5, 2012, 8:05:43 PM
This thread is the origin of all discussions about using the system hangar for repair purposes.

Other threads about this have been archived:

/#/endless-space/forum/29-archives/thread/13936-allow-a-fleet-to-dock-at-a-system-for-repair-retrofit



Feel free to post here about this topic here and inform yourself about the variations the threads listed above have already discussed, but don't open new suggestion threads for anything alike. smiley: wink



There's a poll about repairing and retrofitting in hangar, here: /#/endless-space/forum/28-game-design/thread/11277-implement-docking-of-fleets-for-repair-retrofit
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12 years ago
Aug 6, 2012, 5:42:05 PM
It could even be a system improvement. I mean we get cheaper buy out why not cheaper retrofit, especially for warlike industry heavy races such as the United Empire
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