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....
This is why we were going to multiply by 10
There are 3 combat sensor packages, 3 ECM packages, 1 multiplex, 10 lifesupport/crewquaters, bridge, aux.con.
Already we've reached 19 combat-repairable components.
Repairing one component per combat turn is way too fast, especially since repair teams haven't been added to the picture yet (and don't forget the storage of points before taking damage).
We were planning on one minor component per 3 combat turns, with basic damage control teams in place.
You would have to order the components in your design by priority (since the first components added to a design tend to be the first ones to be OA healed).
If your ship was to be soundly thwacked, it should take many combat turns to restore one lifesupport, seal the air leaks in one crew quarters, and put out fires in your auxiliary control center. Alternatively, you could scrape together parts for your PDCs and a small laser if your race likes to die in a blaze of glory.