quote:
Now that that is said, please do not go back to the previous design! While I can see that you were trying to capture the desperate feel of a drawn out space battle, this is not the way to do it. If all a ships components are set to regenerate this completly negates the concept of after battle combat damage. Either a ship must be completely destroyed during combat or it is fully healed upon combat completion. The inability to cripple a ship would take so much away from the game that it makes me shudder to think about it.
Organic armor should not be completely regenerated after combat, unless the code has changes much more...
What we expected to happen was:
- During combat, repair teams can fix one light gun every 3-5 combat turns, say.
- Anything still damaged at the end of combat remains destroyed
- Between turns, those repair dudes could fix 2 or 3 of any component.
<BETA TESTER MODE ON: Version=1.60>
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I now have a ship with 2/11 Organic armor III's remaining.
It did regenerate the armor during combat.
It did NOT regenerate between attacks from two separate ships.
It did NOT regenerate after two turns of waiting.
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Mixed OA II & III repaired completely after the loss of all OA II.
The order of repairs is very odd. (Not nessesarily left to right)
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Organic Armor gets to try repairs at the end of turn 30!
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Regen is independent of component family, so any OA can heal any other OA component.
<BETA TESTER MODE OFF>
That second-Last item might be what confused you: the unmodded OA is so freaking powerful, that most of the time it regenerates fully in one combat turn. If you waited until turn 29 to bLast the armor down to one surviving component, it would all regenerate on the stored up OA points.
Looks like we can implement combat repair teams in the gold Version only.