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-   -   Mod idea: Repair pods (http://forum.shrapnelgames.com/showthread.php?t=8179)

Fyron January 4th, 2003 12:14 AM

Re: Mod idea: Repair pods
 
Make them 2x as large, and it simulates that. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder January 4th, 2003 12:40 AM

Re: Mod idea: Repair pods
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Phoenix-D:
Why a fighter unit? Wouldn't a sat slow things down even further, and have the advantage of the launching tech being free from the start?

PHoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">Well yeah, but I like the idea of them being able to move some. And sats can't be given movement in a mod. Good point about the launcher though. You could mod a launcher comp that will launch in strategic but not in combat. And you can make the repair pods slow, so they don't move around too much in system.

Geoschmo
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Maybe use drones? Haven't played much Gold since I started helping with B5 so it may be impractical?

Puke January 4th, 2003 02:23 AM

Re: Mod idea: Repair pods
 
the problem with using drones, is that once launched, they stay launched and eventually run out of juice and die. so they would be disposeable repair pods.

come to think of it, the problem with using fighters, is that they might be launched and shot down in combat. perhaps sats with combat movement (does this work? i can never remember) or with no movement wiould be best. i do like the fighter idea, though.

now, what happens if a race has -50 to repair? are components that repair 1 per turn useless? is repair ability and modifiers calculated per component, per ship, per unit, per stack of units, or per sector?? if per sector, that is best. but if per component or ship or unit, someone with a 50% penalty would get the same results from 100 single-component-repair fighters as would someone with a normal repair attribute (assuming rounding up). if it rounds down, someone with a 50% or even 10% (depending on how far it rounds down) repair penalty would get no benefit, and be unable to repair anything, even if he had enough single-component-repair fighters to repair 1000 components.

i guess this needs testing... i can get to it saturday, probably.

geoschmo January 4th, 2003 03:02 AM

Re: Mod idea: Repair pods
 
The repair pods wont get shot in combat if you only put them on a ship with the special no combat launch fighter bays. But if they did get launched in combat they would run for the corners anyway. And if they get pasted in the coners chances are they would get pasted sitting on their launching vehicle, or sitting stationary as sats as well.

Sats cannot be modded with movement unfortunatly.

And repair is calculated per sector. If a race has 50% repair then 10 repair pods could fix 5 components per turn. But that empire race modifier never changes. So that doesn't really help with making them more effective at higher tech levels.

Making them smaller would make them more efficent on a repair per Kt basis, but not on a repair per pod basis unfortunatly. http://www.shrapnelgames.com//ubb/icons/icon3.gif Although, we might be able to have higher tech level repair pods with more than one repair comp, like mines can have more than one warhead. That should work. Is that what you meant Fyron? http://forum.shrapnelgames.com/images/icons/icon7.gif

Geoschmo

[ January 04, 2003, 01:06: Message edited by: geoschmo ]

Gryphin January 4th, 2003 03:26 AM

Re: Mod idea: Repair pods
 
What a super idea. Now, do I make repair Sats, or Fighters, or .. My brain hurts again.
Thanks again

Krsqk January 4th, 2003 06:55 AM

Re: Mod idea: Repair pods
 
If we're talking fighter hulls or comps with the repair ability, then why not just increase the "efficiency" by decreasing cost? It's more efficient to construct them. The cheaper they are, the more you build in a turn. The more you have, the better you repair.

dumbluck January 6th, 2003 01:00 PM

Re: Mod idea: Repair pods
 
I like this idea so much, I'll put it in the AoW mod.

dogscoff January 6th, 2003 01:51 PM

Re: Mod idea: Repair pods
 
Repair drones would be brilliant for stranded ships. Also, by restricting the repair ability to drones you stop them from being too powerful because of the drone's limited lifespan.

geoschmo January 6th, 2003 03:30 PM

Re: Mod idea: Repair pods
 
Quote:

Originally posted by Krsqk:
Can you send drones to your own ships? I don't think the Attack button works like that, and that could be a problem for repair drones.
<font size="2" face="Verdana, Helvetica, sans-serif">Good point. Drones would nto work at all. Well, not very well anyway. You could move your pod ferry to the site of the damaged ships and launch the repair drones I suppose.

Geoschmo

Wardad January 6th, 2003 04:38 PM

Re: Mod idea: Repair pods
 
Quote:

Originally posted by Puke:
the problem with using drones, is that once launched, they stay launched and eventually run out of juice and die. so they would be disposeable repair pods...
<font size="2" face="Verdana, Helvetica, sans-serif">It could be an interesting way to resupply ships.


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