.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
  #1  
Old January 3rd, 2003, 04:06 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Mod idea: Repair pods

I was trying things in the data files one day and figured out you can give a unit (sat/fighter) the repair ability. At the time I thought it was mildly interesting, but not extrodinarily so. I just realized a neat use for this. Repair Pods!

Give a fighter unit the repair ability at one component per turn. Then you build a bunch and launch them from your planet or a mobile space Yard ship. It just seems to make sense. You have a bunch of these little guys flitting about doing repairs on ships.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #2  
Old January 3rd, 2003, 04:41 PM
Arkcon's Avatar

Arkcon Arkcon is offline
Colonel
 
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
Arkcon is on a distinguished road
Default Re: Mod idea: Repair pods

Ohhh... maintenance bots for a Babylon 5 mod.

Probably not unbalanceing if you remove the repair bay ship component.

Or associate the ability with a special hull fighter or sat size that you research under repair.
Reply With Quote
  #3  
Old January 3rd, 2003, 05:08 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Mod idea: Repair pods

Yes, that's the idea. And actually it removes one of the things that never really made sense to me, the fact that you can repair "on the fly" as you move your fleet around. Of course you could still do this in system with repair pods, but they will have to be retreived to be able to go through a warp point. At least that's a minor inconvenience.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #4  
Old January 3rd, 2003, 06:05 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Mod idea: Repair pods

It's funny you mentioned this, I was thinking of doing the exact same thing in the TNG mod, except my little repair pods could repair two components per turn! Interesting...
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #5  
Old January 3rd, 2003, 09:18 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Mod idea: Repair pods

thats sooo cool. im totally going to put that into GritTech.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #6  
Old January 3rd, 2003, 09:31 PM
pathfinder's Avatar

pathfinder pathfinder is offline
Major General
 
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
pathfinder is on a distinguished road
Default Re: Mod idea: Repair pods

repair tugs? have those in B5 MOD but are full ship size... special hull size/abilities..

definitely a different idea. probably able to be done...

[ January 03, 2003, 19:32: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
Reply With Quote
  #7  
Old January 3rd, 2003, 09:36 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Mod idea: Repair pods

Why a fighter unit? Wouldn't a sat slow things down even further, and have the advantage of the launching tech being free from the start?

PHoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #8  
Old January 3rd, 2003, 09:56 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Mod idea: Repair pods

Quote:
Originally posted by Phoenix-D:
Why a fighter unit? Wouldn't a sat slow things down even further, and have the advantage of the launching tech being free from the start?

PHoenix-D
Well yeah, but I like the idea of them being able to move some. And sats can't be given movement in a mod. Good point about the launcher though. You could mod a launcher comp that will launch in strategic but not in combat. And you can make the repair pods slow, so they don't move around too much in system.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #9  
Old January 3rd, 2003, 11:45 PM
Skulky's Avatar

Skulky Skulky is offline
Second Lieutenant
 
Join Date: Oct 2001
Location: California
Posts: 521
Thanks: 0
Thanked 0 Times in 0 Posts
Skulky is on a distinguished road
Default Re: Mod idea: Repair pods

i think since it'll end up as a different hull anyway they can be made slow. also some kind of supply components should be introduced for them. And then of course you will have several levels, can you give .5 repair ability? so you need 2 to repair one component a turn?

EDIT: using to test new sig

[ January 03, 2003, 22:12: Message edited by: Skulky ]
__________________
Come join the forces of democracy and fight for independence from Totalitarianism, Dictatorships, Emperors and Empresses, Oligarchys and Fundamentalists at SE4 by Committee
Reply With Quote
  #10  
Old January 3rd, 2003, 11:58 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Mod idea: Repair pods

Nope, repair ability in whole numbers only. That would be nice though.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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 07:28 PM.


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