Just give Astrotech beams the piercing passive that damage beams have. This would help them out a lot and would give people a reason to use them more often to repair.
If you had started with a post like that I would have not thought you were just being a sarcastic arse.
I am not suggesting one block and beam pierce the entire ship, it would take more modules aka a higher number to repair deeper into a ship like damage beams currently operate.
Right now they don't do anything to repair armor or structure hp, so the only way a ship would be invulnerable with this suggestion as it is, is if the enemy ship can't kill a block before its repaired, and really such a ship would never have won that fight to begin with.
The whole idea of eating a damaged ship away and being able to remake it with no issues is a bit cheap, this would hopefully be an option to reduce repair costs by taking more work.
Another point to make about astrotechs is that they can be used on rail systems and out in the field far from a station, both options make them great for doing repairs in places and way people may want to repair.
I still don't get the correlation between medic and repair.very interesting idea. could make field medic ships a thing. also the fact that it can only pair blocks that are damaged should balance it out with shipyards since they can repair destroyed blocks
A rather interesting idea and i do dig constructor ships but from the way the game is designed now it seems like an unnecessary extra step. when you consider what you would need just to spawn a ship it would include:I still don't get the correlation between medic and repair.
As for the astro beam they really have been made obsolete by the ship yards, even simply giving them the ability to repair multiple blocks and penetrate hulls will not make them even remotely close to what shipyards are capable of. So they either need to just be removed or they need to be expanded into a mobile shipyard system. Personally I really think astro beams should be required for building/spawning anything that's too large for a shipyard as well as stations themselves so your shipyards would actually have to be built by hand or by a construction ship and blueprint.
Of course this will probably be considered a "capital ship system" and there would have to be trade offs as to not make shipyards obsolete.
I've always hated the idea of ships and stations just POOFing from a tiny little blueprint item so I am all for requiring construction ships in order to spawn in stations and ships too large for shipyards.A rather interesting idea and i do dig constructor ships but from the way the game is designed now it seems like an unnecessary extra step. when you consider what you would need just to spawn a ship it would include:
If i want to spawn something in I don't want to have to go find another ship to help me do it. Just gathering the resources should be arduous enough, especially if its bigger then a shipyard.
- The blueprint
- The necessary blocks
- Room to spawn
- Now, another ship sporting Astrotech beams just to "Space Engineer" it into existence
again, I'm not oppose to constructor ships I'm just saying that such a change would add an unnecessary level of complexity to a relatively straight forward system.I've always hated the idea of ships and stations just POOFing from a tiny little blueprint item so I am all for requiring construction ships in order to spawn in stations and ships too large for shipyards.
How am I supposed to repair my Station?Astros need to be repurposed or removed. They serve no real function now with shipyards. I like the idea in the above post... Astro's should have an effect on build speed for shipyards. Simply link a shipyards computer to models to increase speed. They could ditch the astro computer all together.