quote:
Originally posted by raynor:
By its very language: 'Component is destroyed upon use', you would think that once a 50KT,50KT,50KT component is used, you are going to have to expend exactly that many resources to get the benefit from the component again. But that isn't the case. All it takes is one turn in the same sector with a spaceyard/repairyard ship/planet, and the component is back again ready to be used the next turn.
I REALLY wish MM would fix this because while maybe not a programming bug, it is a 'design bug'.
Several better alternatives have already been mentioned here. Even better solutions are possible: perhaps a line in the components design, " Can be repaired := ", True or False, with false meaning you must rebuild that component at a space yard.
An even better solution would be a more rigorous review of the total Build and Repair design layout.
It doesn't make sense to me that a space yard should be fully occupied for a full turn on any ONE project even if that project uses only a small portion of its capacity anymore then entirely seperating repair capability from building capacity.
While it makes some sense to recognise that the ability to repair something does not mean you can build something, the current design sorta makes Repair like apples and Build like oranges, ... never the twain shall meet ..., whereas, Repair is probably best viewed as "small oranges" rather than apples.
I probably make no sense to you all.
Oh well, enough said.
I agree, raynor ... "sigh..."
[This message has been edited by Tenryu (edited 20 February 2001).]