OA ability is limited to the ship its on, plus only affects components with OA abilities, or maybe components with the same familiy number.
If you want healing of any components, use living ships
This is on a battleship with 10 OAs, just so you know the scale.
quote:
So... My main problem is that the 300 regen per turn I get from the OAs is good, but having the stored-up 3000 OA points before I get in weapons range is just plain stupid.
So the question is: how should I fix this? I can leave in the OA regen, but at reduced levels; which will eliminate the AI patch requirement.
But, I still want the moderate hitpoint regen without having the insane storage effect.
Hmmm... I'm thinking 10% regen per turn would be OK; the ship would only store enough OA points for one complete restore before combat, and could only survive three armor wipeouts per battle. (Fourth is permanent).
FYI, the current value is 20%, allowing a ship to store two refreshes before shooting starts, and have each armor piece destroyed seven times per battle.
Also, with a value of 10%, and four refreshes per battle, the effective HP/KT of Organic armor is increased from 5 to 20, surpassing even the best alternative: plasma projection armor (14HP/KT)
At 20%, you get up to 35 HP/KT!!!
EDIT:
So far, OA with 10/13/15 regen seems OK. A little powerful, but more reasonable.
also, I've given the organic crossover armor 8/10/12 regen.
[This message has been edited by suicide_junkie (edited 16 August 2001).]