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  #1  
Old January 3rd, 2003, 04:06 PM
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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.

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Old January 3rd, 2003, 04:41 PM
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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.
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Old January 3rd, 2003, 05:08 PM
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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.
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Old January 3rd, 2003, 06:05 PM
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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...
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Old January 3rd, 2003, 09:18 PM
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Default Re: Mod idea: Repair pods

thats sooo cool. im totally going to put that into GritTech.
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Old January 3rd, 2003, 09:31 PM
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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 ]
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Old January 3rd, 2003, 09:36 PM

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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?

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  #8  
Old January 3rd, 2003, 09:56 PM
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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.

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Old January 3rd, 2003, 11:45 PM
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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 ]
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Old January 3rd, 2003, 11:58 PM
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Default Re: Mod idea: Repair pods

Nope, repair ability in whole numbers only. That would be nice though.
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