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Repairing damaged ships

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13 years ago
May 4, 2012, 9:11:35 PM
They still need to come up with something reasonably credible...else what little suspension of disbelief one can have in this sort of game, is hard to maintain. I can see sci-fi, but not fantasy worlds with fantasy rules.
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12 years ago
Jul 6, 2013, 3:15:11 AM
I still would like to know if putting your ships in hangers allows them to heal faster. There's so many people who think this would be natural. Maybe this should be added to a future patch.



I've heard people make repair fleets. How exactly does that work? Build a cheap fleet of Corvettes and move them on top of the damaged fleet? Or do you have to swap out every damaged shipped?
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13 years ago
May 6, 2012, 11:35:15 PM
Smart Wrenches and Adaptive glue give 20hp per turn to the fleet

Intelligent Tools and Living Hulls give 2% fleet repair per turn

(Only in friendly space)



Corvettes receive a 25% tonnage bonus to these. Unfortunately they are limited to one per ship.



Having a repair bonus to ships in the hangar would be best IMHO, having it dependent to industry or dust would work.



Orbital Shipyards anyone? Add a system upgrade that reduces ship production time and improves ship repair rate would be something I use.
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13 years ago
May 6, 2012, 9:03:39 PM
I am pretty sure those techs allow one ship, to repair an entire fleet. So it might be worthwhile to make a transport class ship with a lot of these items. Like a "fleet tender". Can somebody try that and see if it is effective? I would have thought that putting a ship in a hangar would increase repair, but it does not. I agree that insta-repair is not a good idea for ships, but some kind of space dock or tender would be nice.
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13 years ago
May 6, 2012, 6:07:49 PM
Does anyone know if the repair rate is affected by the number of ships you have in the hangar?



I am on turn 100 right now, and I got this one six planet system set up optimized for building. It can do almost 200 build a turn so that means I can turn out a destroyer basically every turn and a cruiser every 2-3. It is really useful because it is the boarder system with my current only enemy, so I plan on using it as a springboard to mess his sh*t up (this is a 50 year long war so far). Problem is between one big battle with his fleet and a brutally heavily armed pirate fleet, I got a lot of damaged vessels and they are taking FOREVER to heal up. I probably have 7 destroyers out of commission with varying levels of damage. Would they heal faster if I distributed them among different systems? Right now I could build from scratch 7 new destroyers in the time it takes for maybe 1 or 2 of those damaged ones to regain full health.



I honestly think repair needs to be related to your build points in each system. If I can pump out a new DD each turn, then the facilities should be there to repair them that quickly if not more so.
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13 years ago
May 6, 2012, 3:17:56 PM
Just stick the damaged ship in a hanger for a while and let it heal up, it repairs kind of slow, but it's not terrible. Isolate the damaged ship from your fleet when your anchored in one of your systems and then disband it; it'll go into that system's hanger. if you disband a ship/fleet when you're not stationed in a system then they just disappear.
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13 years ago
May 6, 2012, 2:32:27 PM
TheBlueMagician wrote:
Later on down the science research path there's some upgrades (one is called something like Transformative Glue) and the symbols are wrenches. They get listed under support, and require you to scroll down to find them. Once you equip one, it repairs I think your whole fleet by a certain amount each turn, but it may be just the ship equipped. Unsure on the last part.


They repair the ship equipped with them at the start of every phase during a battle, and then they repair a small amount on every ship in that fleet at the start of every turn IIRC. Personally I have at least one ship with the repair modules equipped in every fleet, and I've yet to have any real serious problems with needing repairs.
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13 years ago
May 5, 2012, 5:20:50 PM
Seems to me makes a lot of sense for repair rates to be fastest for ships in hangers. From fastest to slowest, Hanger>Orbiting repair station>repair card(burst repair)>friendly space.



Should be able to use the repair card outside of combat but that forces a cool down of a couple of turns where it can not be used in combat until it refreshes.
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13 years ago
May 5, 2012, 1:03:26 PM
VieuxChat wrote:
Don't the repair modules give a better regen rate outside of combat ?




They do, but it is comparatively small to in battle regeneration. At least that's the way it seems to me.
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13 years ago
May 5, 2012, 12:51:32 PM
Boygor wrote:
What I don't understand is how the nano repair bots can be used to immediate and fast effect in battle but cannot be used outwith?




Logic at it's finest my friend, hahaha.
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13 years ago
May 5, 2012, 12:35:11 PM
gunnergoz wrote:
drewitt - If they only repair in space, as seems to be the case now, then we risk losing our damaged ships to enemy raids while they are being slooooowly self-repaired in orbit.




Good point gunnergoz, The hangar would offer some measure of protection for the ships under repair. That's probably a better approach.
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13 years ago
May 5, 2012, 10:35:58 AM
Shushplz wrote:
Fast way to repair is to put damaged ships into a fleet and then control a battle with a scout. Using the nano repair card on the first turn gives it a fair boost to health. In any case would prefer the hanger increase the heal rate than doing that. Gets a little tedious.




What I don't understand is how the nano repair bots can be used to immediate and fast effect in battle but cannot be used outwith?
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13 years ago
May 2, 2012, 8:45:54 PM
As the title suggests I have a multitude of ships in need of repairs... How do I do this? smiley: smile
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13 years ago
May 4, 2012, 8:40:53 PM
Fast way to repair is to put damaged ships into a fleet and then control a battle with a scout. Using the nano repair card on the first turn gives it a fair boost to health. In any case would prefer the hanger increase the heal rate than doing that. Gets a little tedious.
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13 years ago
May 4, 2012, 7:51:45 PM
drewitt - works for me, good suggestion. But if we hangar them (it is an option) then the hangar should also be able to repair them, albeit slowly. If they only repair in space, as seems to be the case now, then we risk losing our damaged ships to enemy raids while they are being slooooowly self-repaired in orbit.
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13 years ago
May 4, 2012, 6:23:35 PM
Why not a Systems Upgrade like a 'Orbiting Salvage Platform' etc. that could increase fleet repair rate - factor in dust consumption for repair to balance, or a high initial cost to build, or a limit on number of such platforms... I dunno
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13 years ago
May 4, 2012, 6:21:19 PM
Totally weird that you can build them, but can't fix them in the same hangar. Or space hangar, whatever. I have to launch them into orbit where they slowly repair themselves. This needs some re-thinking.
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13 years ago
May 4, 2012, 9:55:56 AM
TheBlueMagician wrote:
Later on down the science research path there's some upgrades (one is called something like Transformative Glue) and the symbols are wrenches. They get listed under support, and require you to scroll down to find them. Once you equip one, it repairs I think your whole fleet by a certain amount each turn, but it may be just the ship equipped. Unsure on the last part.




Well.. It's a start smiley: biggrin
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