
February 6th, 2003, 12:26 AM
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Join Date: May 2002
Location: New England, USA
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Re: Repair Priorities
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Originally posted by Imperator Fyron:
NAV:
Damaged components can't get their supplies back. If they did, it would do one of 2 things.
1) If all repaired comps were refilled with supplies, this would open the game to major exploiting.
2) If each component was tracked to see how many supplies it had been carrying, there would be a huge increase in memory usage in the game. Each component would have to have a separate memory unit tracking its supply levels. Consider that ships can easily have 30 different components on them (much more in some mods), and such a system becomes extremely unpractical.
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Imperator Fyron we seem to be in agreements in all the Posts in regards to the supply issue:
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Original Post: February 02, 2003, 18:31
I like to put construction at the top !!! That way if there was damage to your repair base over your home world your repair bays and space yards would be repaired first so others may assist in the repair of the fleets... Also when defending a warp point etc. You may have 2 repair ships with one damaged, this way the damaged one gets repaired first. This is my top chices...
1: Construction~Reasons stated above
2: Vehical Control~For ship operations
3: Engines~ So ship may get out of harms way for a repair base.
In regards to supply bays and engines I think when repaired all fuel is lost.
[ February 06, 2003, 19:14: Message edited by: NAV ]
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