.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #31  
Old February 7th, 2003, 02:04 AM
Nodachi's Avatar

Nodachi Nodachi is offline
First Lieutenant
 
Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
Thanked 0 Times in 0 Posts
Nodachi is on a distinguished road
Default Re: Mod idea: Repair pods

SJ said:
Quote:
Repair ability fully stacks, so there shouldn't be a problem here.
Cool. I was worried that a simple game-mechanic was going to ruin what seems like a great idea.

Next issue would be balance. Something like this could make repairing large ships extremely cheap, which is fine if that's the effect you're going for. But in a mod like P&N small armor pieces could be repaired so quickly as to unbalance the game. My suggestion would be to bump up the cost and/or move them up the tech tree.

Hey! How'd I wind up being devil's advocate?
__________________
This is the 21st century, right? Then where the hell is my flying car?
Reply With Quote
  #32  
Old February 7th, 2003, 03:20 AM
F Te antKe's Avatar

F Te antKe F Te antKe is offline
Private
 
Join Date: Feb 2003
Location: East Coast USA
Posts: 45
Thanks: 0
Thanked 0 Times in 0 Posts
F Te antKe is on a distinguished road
Default Re: Mod idea: Repair pods

Thanks Suicide Junkie,
Now I see it.
So I can create a 60Kt component that you could fit only one of in an “stock” small or medium satellite and two in a Large satellite.
In addition I could create a 60Kt Space Yard and Give it very limited resources per turn to use in construction. This would allow your satellites to initiate retro fitting. Of course they better be over a Re - supply Base, Stacked with a well stocked “Re - supply Ship” or the new ships need to have solar panels.
Any ideas on “pricing” I’m thinking along the lines of 300 Mins, 100 Rads for the Repair Component. This makes each one three times the amount of a stock level one repair bay plus the 100 Rads.
I’m thinking of 4000 Mins and 500 Rads for the Space Yard component. This is the full price of a Level 3 SY but it can only repair 3 per turn. The construction ability is limited to 200 per Min., Rad., and Org. per turn.

I’m going to go with the component method.

Using DavidG’s modder program I could do all of the above except give the space yard ability minerals to use which would not be a big deal.

Needless to say the AI will not know how to use these. Sucks to be them. . I give them enough breaks.
__________________
Use Finesse not Force
Reply With Quote
  #33  
Old February 7th, 2003, 04:53 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Mod idea: Repair pods

I don't think spaceyard abilities will work on sats.
I'm pretty sure you won't be able to build anything with them, at least.
Reply With Quote
  #34  
Old February 7th, 2003, 09:09 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Mod idea: Repair pods

Here's a neat strategy for repair sats or repair tugs (fighters):

Build a ship w/ a small sat or fighter bay, deploy repair units when ship is damaged. It's a maintenence bot effect.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #35  
Old February 7th, 2003, 09:36 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Mod idea: Repair pods

OOh! Idea!
To make repairs a limited resource, you can put repair abilities into drones, and make the repair bay a drone launcher.

So, you have to build repair drones at your spaceyards, and ship them to the front in transports!

If the repair drones were given a lifetime of 5 turns, say and a fixed repair rate of 1 point each, then your repair ship would have to make a tradeoff between repair speed, and efficiency!

Given a battleship with 5 damaged components, Should we launch 5 drones at once to get the repairs done before the enemy arrives (wasting the 20 repair points that will be left over after the battleship is finished repairs), or should we launch only a fifth of that, spend 5 turns repairing, and have 4 drones left over for later use!

Not to mention that you can send the drones to attack the sector containing your damaged fleet and repair ships via remote!
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:40 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.