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Ships Healing After a Battle

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12 years ago
Dec 18, 2012, 3:32:31 PM
I dont understand why systems cant repair/upgrade ships as an option of their production instead of repairing via a direct dust cost, a lacking feature IMO.
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12 years ago
Dec 18, 2012, 5:26:42 PM
I assume you're patched up to date, so maybe a mod conflict or something similar. It should look like this:







Edit: I've no idea why these forums insist on down sampling images so badly that nothing useful can be seen any more. Original size image: http://i.imgur.com/dH3ta.png
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12 years ago
Dec 18, 2012, 4:30:47 PM
Xanoth wrote:
Unless I'm misunderstanding you, what you describe is already possible. You can retrofit ships within a fleet one at a time, as and when you have the money available. Bottom left area, select individual ships shown within the selected fleet and click the retrofit button at the bottom right of that window.





I've tried this - the retrofit cost seems to always apply to the whole fleet even when I have but one ship selected?



Xanoth wrote:
Another concern I have about using industry to repair ships is implementation, I like the idea but depending on how the code is set up for the build queue and industry usage, it might be too problematic. Although a work around could be viable similar to industry to science/dust conversion.




I suggested, perhaps not clearly, in my original post is that it should indeed be implemented as 'Industry to Repairs' like Industry to Science/Dust, and that the system improvements would be flat improvements that cost dust upkeep like any other and be separate to this.
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12 years ago
Dec 18, 2012, 4:25:43 PM
The_Doctor wrote:
Another thing to go with this would be the GUI controls to control retrofitting by individual ships - currently, you can only retrofit an entire fleet, which means costs can't be easily managed against your available cash (or industry, if my suggestion is implemented). You can retrofit ships individually by removing them from a fleet and putting them into their own 1-ship fleets, but it just takes forever and is very finnicky, so it'd be nice to be able to just select directly in the fleet controls which I'd like to retrofit (say if I can't afford to do them all) and hit 'retrofit' without having to make them into a separate fleet just to make the total retrofit cost affordable.




Unless I'm misunderstanding you, what you describe is already possible. You can retrofit ships within a fleet one at a time, as and when you have the money available. Bottom left area, select individual ships shown within the selected fleet and click the retrofit button at the bottom right of that window.



Another concern I have about using industry to repair ships is implementation, I like the idea but depending on how the code is set up for the build queue and industry usage, it might be too problematic. Although a work around could be viable similar to industry to science/dust conversion.
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12 years ago
Dec 18, 2012, 4:23:25 PM
Xanoth wrote:


We're probably all beating a dead horse here and the developers are probably already implementing changes for the update later this month, but I guess it doesn't hurt to air our views and discuss alternatives.




I've got to say though, Amp have been the most active and engaging developers I've come across and seem very willing to take suggestions on board; it can only be good for us to expound on them on here to try and help guide future development, patching and expansions.
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12 years ago
Dec 18, 2012, 4:19:00 PM
The_Doctor wrote:
I agree entirely and would very much like to see both industry-based retrofitting - the current model with dust-only is both potentially overpowered (instantaneous upgrade) and underpowered (some very hefty dust costs), and I feel the option to use industry to retrofit your ships (for the difference in industry cost between the new and old design + x% retrofit cost) over a matter of turns - and having the fleet 'docked for refit' and unable to move or fight would be a very good mechanic to add to this, much like the option to outright buy ships and improvements with dust when they're under construction, so retrofitting ships directly with dust would represent a monetary investment for instantaneous retrofit.



Repair via industry could be too overpowered, unless, I feel, each industry point was worth something like 0.1% health per turn (so on a 40 industry planet, a 4% per turn bonus to the 5% base repair) or a flat HP per ship per industry point per turn. Better, I feel, would be a very low rate such as this - 0.05% or 1% when using a 'convert industry to repair' option, but also with constructible repair improvements - examples could include everything from 'Service Satellites' to 'Orbital Drydocks and 'Star System Nanobotics', which give a flat, always active +% or +HP bonus to repair of fleets in a system that is based per industry or population.




Agreed, I'd love to see these changes.



The current repair and upgrade system doesn't make a whole lot of sense on it's own. If we could upgrade via smiley: industry as well as have more control and more logical ways of repairing ships, I think it would be a huge step forward.



At the moment if you have a ship survive on very low (less than 10%) health, even on friendly systems this takes a VERY long time to get back to full health, even retrofitting doesn't help it heal (unless you retrofit with a repair module, still have to wait several turns, then retrofit back again, which makes about as much sense as playing a battle card in combat being the best way to heal up).



We're probably all beating a dead horse here and the developers are probably already implementing changes for the update later this month, but I guess it doesn't hurt to air our views and discuss alternatives.
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12 years ago
Dec 18, 2012, 4:13:43 PM
Dr__Soul wrote:
It's maybe I miss something important of the game.

What do you mean by instantaneous upgrade? How do I use it?



Also, I definitely like the idea about Service Satellites, Orbital Drydocks and Star System Nanorobotics. These would make additional layer of stellar tactics.




When you go and modify your ship designs and save them, they're automatically made into a new bloc of that ship.



So say I have a destroyer design called 'Dauntless'. I research some new flak defence modules, and go into my fleet panel, and modify the design of Dauntless, taking off the old panels, putting on my latest versions and maybe switching some weapons around to better suit the enemies I've just come across. Then when I save that design, it's listed as 'Dauntless 2' automatically.



Now, I probably have some Dauntless-class destroyers out in the galaxy in my fleets, and it'd be a pain in the behind to have to scrap them all and build new ones from scratch, so what I do is bring them into orbit of one of my systems, and go into the Fleet panel. So long as that system of mine has access to any resources (e.g. Hexaferrum, Titanium 70) that are needed to build Dauntless 2-class destroyers, I can use the 'Retrofit' option to upgrade all the Dauntless-class destroyers in that fleet to Dauntless 2s, which occurs instantly and costs me a flat rate of dust.



It's a really great system they've implemented, but unfortunately the dust cost is very high - which is totally reasonable since the ships don't require time to upgrade, but what I'd (and others) would like to see if to have an option to either play a flat dust fee to instantly retrofit fleets like you do now, as well as the option to have fleets retrofitted over a matter of turns by using the industry output of the system they're at, the same as the options you have when building ships from scratch. I can't think of any balance problems - obviously it's actually even more limiting, as to have effective retrofitting you'd need plenty of industry at the system so you'd either have ships in refit for a long time or have to send them to shipyard/high industry systems.





Another thing to go with this would be the GUI controls to control retrofitting by individual ships - currently, you can only retrofit an entire fleet, which means costs can't be easily managed against your available cash (or industry, if my suggestion is implemented). You can retrofit ships individually by removing them from a fleet and putting them into their own 1-ship fleets, but it just takes forever and is very finnicky, so it'd be nice to be able to just select directly in the fleet controls which I'd like to retrofit (say if I can't afford to do them all) and hit 'retrofit' without having to make them into a separate fleet just to make the total retrofit cost affordable.
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12 years ago
Dec 18, 2012, 4:04:30 PM
Dr__Soul wrote:
It's maybe I miss something important of the game.

What do you mean by instantaneous upgrade? How do I use it?




Go to your fleet window, when you select a fleet you can retrofit it to the latest design. So when you get new tech you auto upgrade a ship design, then you can retrofit your fleet (providing they are at a system you control), retrofitting removes a fleets movement for that turn, so keep that in mind.
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12 years ago
Dec 18, 2012, 4:01:42 PM
It's maybe I miss something important of the game.

What do you mean by instantaneous upgrade? How do I use it?



Also, I definitely like the idea about Service Satellites, Orbital Drydocks and Star System Nanorobotics. These would make additional layer of stellar tactics.
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12 years ago
Dec 18, 2012, 3:40:50 PM
eqronis wrote:
I dont understand why systems cant repair/upgrade ships as an option of their production instead of repairing via a direct dust cost, a lacking feature IMO.




I agree entirely and would very much like to see both industry-based retrofitting - the current model with dust-only is both potentially overpowered (instantaneous upgrade) and underpowered (some very hefty dust costs), and I feel the option to use industry to retrofit your ships (for the difference in industry cost between the new and old design + x% retrofit cost) over a matter of turns - and having the fleet 'docked for refit' and unable to move or fight would be a very good mechanic to add to this, much like the option to outright buy ships and improvements with dust when they're under construction, so retrofitting ships directly with dust would represent a monetary investment for instantaneous retrofit.



Repair via industry could be too overpowered, unless, I feel, each industry point was worth something like 0.1% health per turn (so on a 40 industry planet, a 4% per turn bonus to the 5% base repair) or a flat HP per ship per industry point per turn. Better, I feel, would be a very low rate such as this - 0.05% or 1% when using a 'convert industry to repair' option, but also with constructible repair improvements - examples could include everything from 'Service Satellites' to 'Orbital Drydocks and 'Star System Nanobotics', which give a flat, always active +% or +HP bonus to repair of fleets in a system that is based per industry or population.
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12 years ago
Dec 17, 2012, 7:41:23 PM
Trying to find out how ships heal after a battle with a low yellow health bar? Thanks.
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12 years ago
Dec 18, 2012, 6:34:04 AM
rymorp wrote:
Trying to find out how ships heal after a battle with a low yellow health bar? Thanks.




Without any repair module, a ship is repaired 5% of its total health per turn, if it's in a friendly system. Repair modules add to this cumulatively - the more there are in a fleet, the more repairs that are done; each module adds x% or x HP to each ship in the entire fleet per turn, not just the ship that the module is on.



For more details... Use the search function! smiley: sarcastic :



/#/endless-space/forum/33-strategy-guides/thread/14015-repair-mechanics-a-basic-guide-and-general-discussion
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12 years ago
Dec 18, 2012, 5:10:36 AM
Xanoth wrote:
I'd love to see this, although tbh repairing as a whole needs a revamp. When the best way to get your ships back to full health is to enter combat, you know something went horribly wrong.


Definitely.
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12 years ago
Dec 17, 2012, 9:46:26 PM
Unless your the Craver, then it makes sense.
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12 years ago
Dec 17, 2012, 9:04:15 PM
Igncom1 wrote:
I still don't see why there isn't a repair improvement for systems.




I'd love to see this, although tbh repairing as a whole needs a revamp. When the best way to get your ships back to full health is to enter combat, you know something went horribly wrong.
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12 years ago
Dec 17, 2012, 8:35:53 PM
Repair modules can only heal in friendly territory.



I still don't see why there isn't a repair improvement for systems.
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