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

Nodachi February 7th, 2003 02:04 AM

Re: Mod idea: Repair pods
 
SJ said:
Quote:

Repair ability fully stacks, so there shouldn't be a problem here.
<font size="2" face="Verdana, Helvetica, sans-serif">Cool. I was worried that a simple game-mechanic was going to ruin what seems like a great idea.

Next issue would be balance. Something like this could make repairing large ships extremely cheap, which is fine if that's the effect you're going for. But in a mod like P&N http://forum.shrapnelgames.com/images/icons/icon12.gif small armor pieces could be repaired so quickly as to unbalance the game. My suggestion would be to bump up the cost and/or move them up the tech tree.

Hey! How'd I wind up being devil's advocate? http://forum.shrapnelgames.com/images/icons/shock.gif

F Te antKe February 7th, 2003 03:20 AM

Re: Mod idea: Repair pods
 
Thanks Suicide Junkie,
Now I see it.
So I can create a 60Kt component that you could fit only one of in an “stock” small or medium satellite and two in a Large satellite.
In addition I could create a 60Kt Space Yard and Give it very limited resources per turn to use in construction. This would allow your satellites to initiate retro fitting. Of course they better be over a Re - supply Base, Stacked with a well stocked “Re - supply Ship” or the new ships need to have solar panels.
Any ideas on “pricing” I’m thinking along the lines of 300 Mins, 100 Rads for the Repair Component. This makes each one three times the amount of a stock level one repair bay plus the 100 Rads.
I’m thinking of 4000 Mins and 500 Rads for the Space Yard component. This is the full price of a Level 3 SY but it can only repair 3 per turn. The construction ability is limited to 200 per Min., Rad., and Org. per turn.

I’m going to go with the component method.

Using DavidG’s modder program I could do all of the above except give the space yard ability minerals to use which would not be a big deal.

Needless to say the AI will not know how to use these. Sucks to be them. http://forum.shrapnelgames.com/images/icons/icon12.gif . I give them enough breaks.

Suicide Junkie February 7th, 2003 04:53 AM

Re: Mod idea: Repair pods
 
I don't think spaceyard abilities will work on sats.
I'm pretty sure you won't be able to build anything with them, at least.

Urendi Maleldil February 7th, 2003 09:09 PM

Re: Mod idea: Repair pods
 
Here's a neat strategy for repair sats or repair tugs (fighters):

Build a ship w/ a small sat or fighter bay, deploy repair units when ship is damaged. It's a maintenence bot effect.

Suicide Junkie February 7th, 2003 09:36 PM

Re: Mod idea: Repair pods
 
OOh! Idea!
To make repairs a limited resource, you can put repair abilities into drones, and make the repair bay a drone launcher.

So, you have to build repair drones at your spaceyards, and ship them to the front in transports!

If the repair drones were given a lifetime of 5 turns, say and a fixed repair rate of 1 point each, then your repair ship would have to make a tradeoff between repair speed, and efficiency!

Given a battleship with 5 damaged components, Should we launch 5 drones at once to get the repairs done before the enemy arrives (wasting the 20 repair points that will be left over after the battleship is finished repairs), or should we launch only a fifth of that, spend 5 turns repairing, and have 4 drones left over for later use!

Not to mention that you can send the drones to attack the sector containing your damaged fleet and repair ships via remote! http://forum.shrapnelgames.com/images/icons/icon10.gif


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