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- Oct 18, 2015
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I read through DISCUSS! Hull Repair/Regeneration and liked the idea, but want to suggest something totally different, and I think many players may like it.
The aforementioned thread (which I'll leave for y'all to read) has the same idea of a Hull Regen computer and module, but instead pulls from storage and a blueprint. My idea isn't to replace blocks, but only repair them, and would only be practical on smaller ships (fighter, smaller "large" ships), as there are some balancing factors in place.
Working it: The Computer is toggled on or off like a radar jammer. When toggled on, the modules linked to the computer begin repairing the blocks on the ship (direct entity only and those connected by rails (no turrets, though).
Each block could take between 20 seconds and a minute to repair to full strength, depending on current health/state and its type (advanced armor taking longer than a hull block), and each module can repair x amount (not 1, of course, but maybe up to 4 simultaneously. Even if all blocks (remaining, no blocks are replaced) are repaired, the system will continue to draw power and enact its balances.
The Balancing:
- While active, engines are disabled, rendering the active ship unable to move via thrust, or turn/rotate. This would prevent players from using it on ships mid-combat (unless combat is stationary). The effects remain for 5-10 seconds after the module has been deactivate. Inertia could still be maintained, though, allowing for drifting repairs. Careful, though, about drifting into a star, planet, or pirate base.
-- Alternate to Engine Disabling : Incoming damage is increased by a certain amount (double, 1.5, 3? etc)
- The effectiveness is only at 100% until at a specific module:mass ratio (determined only by the direct entity's mass, no docked ships are included), after which point the effectiveness decreases by 10% for every 3% of the mass it's over. This prevents entirely block Regen ships from being designed and built, but still allows block regen ship roles from being filled ( fighter and drone carriers)
- Power requirements also begin increasing at an exponential rate (and increase by 25% once over the module:mass ratio limit), limiting its use on any massive ships.
Why this is important:
This type of system would favor small ships like fighters, scout ships, corvettes, and small frigates, as well as carriers (for fighters or drones, or factional super carriers that can carry corvettes or frigates). Massive ships, titans or battleships and the like, would still need to visit their local shipyard for full repairs after a battle.
Including the linked thread from above:
If the computer is linked to a storage module with the blocks needed to replace a destroyed section and the blueprint is included, then such repairs would be possible as well. However with a penalty. All blocks repaired must -
a) have all immediately connecting blocks in 100% health condition
b) start with 5% integrity
Even if the block is replaced, it would need to be repaired (constructed?) before the next one could be done, slowing repairs to a manageable and balanced level.
The aforementioned thread (which I'll leave for y'all to read) has the same idea of a Hull Regen computer and module, but instead pulls from storage and a blueprint. My idea isn't to replace blocks, but only repair them, and would only be practical on smaller ships (fighter, smaller "large" ships), as there are some balancing factors in place.
Working it: The Computer is toggled on or off like a radar jammer. When toggled on, the modules linked to the computer begin repairing the blocks on the ship (direct entity only and those connected by rails (no turrets, though).
Each block could take between 20 seconds and a minute to repair to full strength, depending on current health/state and its type (advanced armor taking longer than a hull block), and each module can repair x amount (not 1, of course, but maybe up to 4 simultaneously. Even if all blocks (remaining, no blocks are replaced) are repaired, the system will continue to draw power and enact its balances.
The Balancing:
- While active, engines are disabled, rendering the active ship unable to move via thrust, or turn/rotate. This would prevent players from using it on ships mid-combat (unless combat is stationary). The effects remain for 5-10 seconds after the module has been deactivate. Inertia could still be maintained, though, allowing for drifting repairs. Careful, though, about drifting into a star, planet, or pirate base.
-- Alternate to Engine Disabling : Incoming damage is increased by a certain amount (double, 1.5, 3? etc)
- The effectiveness is only at 100% until at a specific module:mass ratio (determined only by the direct entity's mass, no docked ships are included), after which point the effectiveness decreases by 10% for every 3% of the mass it's over. This prevents entirely block Regen ships from being designed and built, but still allows block regen ship roles from being filled ( fighter and drone carriers)
- Power requirements also begin increasing at an exponential rate (and increase by 25% once over the module:mass ratio limit), limiting its use on any massive ships.
Why this is important:
This type of system would favor small ships like fighters, scout ships, corvettes, and small frigates, as well as carriers (for fighters or drones, or factional super carriers that can carry corvettes or frigates). Massive ships, titans or battleships and the like, would still need to visit their local shipyard for full repairs after a battle.
Including the linked thread from above:
If the computer is linked to a storage module with the blocks needed to replace a destroyed section and the blueprint is included, then such repairs would be possible as well. However with a penalty. All blocks repaired must -
a) have all immediately connecting blocks in 100% health condition
b) start with 5% integrity
Even if the block is replaced, it would need to be repaired (constructed?) before the next one could be done, slowing repairs to a manageable and balanced level.
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