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

geoschmo January 3rd, 2003 04:06 PM

Mod idea: Repair pods
 
I was trying things in the data files one day and figured out you can give a unit (sat/fighter) the repair ability. At the time I thought it was mildly interesting, but not extrodinarily so. I just realized a neat use for this. Repair Pods!

Give a fighter unit the repair ability at one component per turn. Then you build a bunch and launch them from your planet or a mobile space Yard ship. It just seems to make sense. You have a bunch of these little guys flitting about doing repairs on ships.

Geoschmo

Arkcon January 3rd, 2003 04:41 PM

Re: Mod idea: Repair pods
 
Ohhh... maintenance bots for a Babylon 5 mod. http://forum.shrapnelgames.com/images/icons/icon6.gif

Probably not unbalanceing if you remove the repair bay ship component.

Or associate the ability with a special hull fighter or sat size that you research under repair.

geoschmo January 3rd, 2003 05:08 PM

Re: Mod idea: Repair pods
 
Yes, that's the idea. And actually it removes one of the things that never really made sense to me, the fact that you can repair "on the fly" as you move your fleet around. Of course you could still do this in system with repair pods, but they will have to be retreived to be able to go through a warp point. At least that's a minor inconvenience. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok January 3rd, 2003 06:05 PM

Re: Mod idea: Repair pods
 
It's funny you mentioned this, I was thinking of doing the exact same thing in the TNG mod, except my little repair pods could repair two components per turn! Interesting...

Puke January 3rd, 2003 09:18 PM

Re: Mod idea: Repair pods
 
thats sooo cool. im totally going to put that into GritTech.

pathfinder January 3rd, 2003 09:31 PM

Re: Mod idea: Repair pods
 
repair tugs? have those in B5 MOD but are full ship size... special hull size/abilities..

definitely a different idea. probably able to be done...

[ January 03, 2003, 19:32: Message edited by: pathfinder ]

Phoenix-D January 3rd, 2003 09:36 PM

Re: Mod idea: Repair pods
 
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

geoschmo January 3rd, 2003 09:56 PM

Re: Mod idea: Repair pods
 
Quote:

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

Skulky January 3rd, 2003 11:45 PM

Re: Mod idea: Repair pods
 
i think since it'll end up as a different hull anyway they can be made slow. also some kind of supply components should be introduced for them. And then of course you will have several levels, can you give .5 repair ability? so you need 2 to repair one component a turn?

EDIT: using to test new sig

[ January 03, 2003, 22:12: Message edited by: Skulky ]

geoschmo January 3rd, 2003 11:58 PM

Re: Mod idea: Repair pods
 
Nope, repair ability in whole numbers only. That would be nice though.


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