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.

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