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Old July 19th, 2001, 10:37 PM
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Default Re: Basic Tech Mod Info

quote:
You can't be serious! 70 components/turn would be insane even on a 2000kT repair component (starbases only).
Well, 55 and 70 are somewhat arbitrary figures, but 40 isn't. Well, okay, it is, but not as much. A space station filled (450kt) with Repair Bay IIs (50kt; rate 3)would have a repair rate of 27. With RB IV (75kt/5), the rate would be 30. With maximum tech (RB IX--125kt/10+RB IV), the rate is 35. Granted, only the first two examples are likely, since they would have long since upgraded to Repair Dock II or III, but I wanted a comp that would give a reason to use it instead of 9 RBs.

I thought about making the lvl. 2 and 3 comps battle station- and starbase-sized, but then it would be far easier to put in 15 or 30 or 50 RBs (and it probably still is, since the Docks are One Per Vehicle). The goal was to create a component that would serve as a forward repair station in systems that have been recently conquered and have not yet established a colony presence. It would also create another strategic target in the game, along with fleets and important planets. As it is, I feel bases are pretty much useless (except for Pirate and Nomad races ). Would it be better to have only a single mid-/high-tech Dock component? I'm also planning a planetary drydock facility; should massive repairs be left to this? Or should I just have one big battle-station or starbase component, and make it cheaper or something than the equivalent-sized (but much more powerful) number of repair bays?

Also, the repair bays were resized to account for the exclusion of shields. Without some serious repair capability, then the fleet that held a couple of ships in reserve will probably win the day. I know, it's all strategy; but then, so is this, just a different type. Should the rates be reduced?

[EDIT]
FWIW, a battle station with max tech can repair 110 comps/turn, and a starbase can repair 187 comps/turn. Should I make repair bays Ships Only?
[/EDIT]

quote:
I believe that choosing the ablative armor means that the player is choosing protection over repair time anyways.
If they wanted fast repair, they would have used the standard armors.
That's why I have the armor decrease in size as ablative tech levels go up. Better protection, yes, but you have to pay for it. Not in cost/(S/T), but in repair time.

quote:
You can do this? This is another idea I remember being kicked around a while back, but I thought noone could get it working.

...(I bet these are all in SJ's pirate thread aren't they. )
Actually, the base combat movement is in Devnullmod. At least, that's where I got it. (read: highlight - Ctrl+C - Ctrl-V) And, yes, it uses the same ability as Afterburners. AFAIK, it works; however, MM has it hardcoded that sats can't move, so that doesn't work. (There is a similar component for sats in Devnullmod, though.)

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"The Unpronounceable" Krsqk
Basic Tech Mod

[This message has been edited by Krsqk (edited 23 July 2001).]
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