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Repairing components
I do not like the way the repair bay can be used an infinate number of times to repair. I was wondering is there a way to make the repair bay destroyed after use? At least that way you would have to eventually go to a base to refit.
Thanks |
Re: Repairing components
I am at work and cannot try this out, but if you add the ability "Component Destroyed On Use" - I think this will work, but you will only get one turn of repair out of it.
[This message has been edited by Tampa_Gamer (edited 21 February 2001).] |
Re: Repairing components
What do you mean you don't have a copy at work http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
[This message has been edited by Nitram Draw (edited 21 February 2001).] |
Re: Repairing components
Problem: what if you put two repair bays on a ship?
With repair bays as top priority, the first will repair the ship, then the second will repair the first + more of the ship. Next round, the first repairs the second + more ship And so on. You would just halve your repair rate. Only If both bays were undamaged and couldn't repair the entire ship in one turn, then they might both be used & destroyed at the same time. |
Re: Repairing components
Nitram - actually I have a copy at work(hence the reason why I was able to blackline the files so quickly) but I cannot play it b/c then all the secretaries will see that I am not diligently reviewing documents. I can, however, get away with things that look "legal" such as comparing documents in Word - I just wish the colors on this board were not so bright http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
[This message has been edited by Tampa_Gamer (edited 21 February 2001).] |
Re: Repairing components
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Problem: what if you put two repair bays on a ship? With repair bays as top priority, the first will repair the ship, then the second will repair the first + more of the ship. Next round, the first repairs the second + more ship And so on. You would just halve your repair rate. Only If both bays were undamaged and couldn't repair the entire ship in one turn, then they might both be used & destroyed at the same time.<HR></BLOCKQUOTE> Well, "halve" is a relative term. Yeah, you couldn't have both working at once in the scenario you describe. But if you're just looking at the repair rate of a single component, your effective rate is only slightly decreased (from 3 to 2, or 5 to 4, or 8 to 7, if I remember the repair rates correctly). Your Last point is perfect. If you use both repair bays in one turn, they're both destroyed. But, if you only use one, it gets repaired by the second, which gets destroyed, and then repaired by the first, which gets destroyed, etc., and you basically have two repair bays repairing each other each turn, until you take more damage. Which is the only way you could have the scenario you first described, where the undamaged repair bay repairs the damaged repair bay plus 2-7 components (depending on the repair bay) each turn until the ship is repaired. So the workaround would be: 1) build a ship with two repair bays 2) create a minor upgrade that replaces a single component 3) order a retrofit for your repair ship 4) move it into a sector with no other ship or planet able to repair it 5) let the repair bays work overtime! BTW - if we're going to do this with repair bays, why not with ship-based space yards? How are they so different? Maybe the same mechanism that keeps ship-based space yards supplied is the same mechanism that keeps repair bays supplied. And the same mechanism that supplies planetary space yards in distant systems without local resource generation. |
Re: Repairing components
s j
You could do that. It would be more expensive to build the ship but it would slow down the repair rate. Repairing major items for free just feels wrong to me. |
Re: Repairing components
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Nitram Draw:
s j You could do that. It would be more expensive to build the ship but it would slow down the repair rate. Repairing major items for free just feels wrong to me. <HR></BLOCKQUOTE> I think we're covering the best way to fix that in the "Upgrade Ships" thread... if you're just worried about the major items being repaired for free. If you also object to the idea of using the same repair yard to repair hundreds or thousands of components, we can either wave our hands and talk about the "magical" resource distribution system built into the game, or ask MM to put a limit on number of components repaired by a particular bay, not just specifying a repair rate. And also implement the idea that items over a certain cost (?better ideas?) can NEVER be repaired by a repair bay, they have to be rebuilt at a planetary space yard. And maybe some medium cost items have to be rebuild by either a ship-based space yard or a planetary space yard. |
Re: Repairing components
I think I am going to change the repair bay to repair one item only and see how it works. I'll just reduce the size/cost of the advanced Versions to make them worth building. Then maybe I'll make it destroy itself. That should reduce the amount of repair you can do away from base.
Or if the supply usage is working properly I may cause it to use a lot of supplies to fix a component. [This message has been edited by Nitram Draw (edited 21 February 2001).] |
Re: Repairing components
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Nitram Draw:
... Or if the supply usage is working properly I may cause it to use a lot of supplies to fix a component. ...<HR></BLOCKQUOTE> That's a good idea. Too bad you can't make it use more supplies for more expensive components. |
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