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Old January 4th, 2003, 02:23 AM
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Puke Puke is offline
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Default 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.
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