I think that repair is way too slow - for large ships, it can take hundreds (I'm not exaggerating) of turns to repair a ship.
Recommendations:
Make repair a percentage over time, like say, 2% away in enemy space, 3% at home, and 10% near a friendly planet or starbase, allowing ships to quickly repair. The Iconians would need their "repair on the go" abilities buffed.
Do you think it's still too slow when the ship is repaired faster in a planet orbit?
It is somewhat faster, but still too slow I think.
Have you factored in the self-healing armor and repair probe technology?
A flat 4 HP per turn is gonna get real tedious real fast when ships start to get more than 100 HP.
It needs to be a percentage, 2% when out of combat (with a minimum of 1hp), and 10% when in orbit (with a minimum of 4hp).
One, those are both late game technologies, and two, they require space on board a ship as well as resources. Plus, they only work in combat, they don't make repairs happen any faster out of combat! Same with Iconians' auto-heal -- it's often better to enter combat with pirates just to repair your ships!
Imagine you found a Ship Graveyard with your Survey Ship, and now you have to repair it before finding another. That's going to take 60 turns, or 20 turns with the ship in orbit around a planet, not doing its job. Repairs take way too long.
Indeed, should enable repairs while orbiting a shipyard. And technology to build a repair module on star bases
Would be nice to have a "return to nearest base an repair" button, that sends your ship to the nearest starbase, shipyard or planet and once repairs auto rejects. I always forget where I sent them or forget I have ships repairing on a planet.
I have no big complaints about how repair work except that it makes no sense you can build a ship in a few turns but it can take twice or more as long to repair them when stationed at a planet or star base. In reality it does take a very long time to repair battle damage on large things such as a ships.
I think it is reasonable that you could have some module on military star bases to quicken the repair. Ship yards should automatically repair more then any other base or planet without any added module.
Ships in space should take a long time to repair so those I'm perfectly fine with.
It would also be nice if we could have mobile repair ships that can follow fleets that could repair ships much faster than otherwise possible in space. Might be a bit hard for the AI to use such ships properly though.
I think you should be able to dump production into repair - using shipyards. So you can repair in 1 turn if needed, but it will basically cost you most of the production used for the ship.
The game also probably needs a repair module for military starbases, available fairly early.
I like the idea of a starbase repair module for faster ship repairs.
Maybe double normal for the first and triple for the 2nd module as a rough idea.
How about, shipyards can automatically repair using your production. You send a damaged ship to a yard. It jumps the build queue and starts using your production for repairs. When repaired, automatically ejects like any other new ship.
Repair cost would be the same as the build cost for a new ship of that exact model. Less the non-damaged health.
Keep the current slow, planet, starbase, crew repairing. Those are production cost free.
I like this idea.
Repair modules on a Starbase would also be good, but at a rate somewhere between Crew repair and Shipyard repair rate.
Not a bad idea. Replacing damaged weapons systems and rebuilding hulls does require industrial capacity.
As indicated, I'd like to see repair converted to percentages.
The other thing to see would be:
1. As suggested, a starbase module for repairs
2. A planetary improvement around repairs
You can just upgrade the sh to itself. Is cheap, takes a few turns and fully healed.
i wouldent mind seeing it be repaired as a percantage but i think the 2-4% is still really low if a ship were dropped to 1hp that would still take 50 turns if its hp was 100 or more
i think the base should be at somewhere in the range of 5-10%
have a race trait that adds 5,10%
a module that adds 10% fleet (does not stack)
and another 10% from being near a shipyard or military starbase
It's a compromise, but I can see where you are coming from. It's better than what it was.
Would like either or both of these. 1-5 pts/turn when you need 200 is just bad
Yup its like only 80 of 90bc, works great EXCEPT when a research completes and bumps the model
Out of combat (enemy or neutral space) should have a 1% or 1 Hp minimum.
In your own space = 2% or 2hp per turn.In orbit should be faster,
in a shipyard that is building a ship should be faster. In a shipyard with an order to repair a ship MUCH faster.
SO I suppose we need:
1. A minimum repair rate (probably larger ships should get a larger minimum repair rate) that is much higher than the current one
2. All buffs to be percentage based (ex: at least 2% per year)
3. Modules for starbases and planet improvements.
Unless the AI is coded to use this as well I actually don't like this
I like this. Although the danger is there that a ship will be repair from 1HP--> max in 3 turns. Let's say an AI has a really good fleet together and sets course versus hostile fleet 1 (which will be defeated lossless albeit with loss of some HP from one of his ship), afterwards it'll target fleet2, fleet3 etc. With high enough repairability the fleet will always be repaired back to 100% and therefore, never loose a ship.
So I think the game should reserve some strong repair reserve if you use your ships defensively (own territory, shipyard) while there should be a penalty (or no bonus) in hostile territory.
you're right my list might be a little op
a better way to look at it might be to go backwards.. how long should it take for a damaged ship to restore to full health?i think that ten turns sounds about right for averageless turns in ideal situations and more turns in dangerous situation's
another option although difficult to code might be a repair option for the ship the ship becomes immobile and defensless much like when it is upgrading and restores a certain % of its health per turn based on its current percent of health
ex if the ships hp is below 20% it restores 5% per turn
if its between 20% and 29% it restores 10% per turn
39% gets you 15%
49% gets you 20%
59% gets you 25%
69% gets you 30%
so if we applied thaton turn 1 i get into a fight and win but get my ship reduced to 1% health
at the end of turn 1 i go into repair
at the end of turn 2 if i have not moved the ship i get 5% repair boosting me to 6%
turn 3 5%
turn 4 5%
turn 5 5% now im up to 21%
turn 6 10% and im at 31%
turn 7 15% and i get to 46%
turn 8 20% and i get to 66%
turn 9 30% and i get to 96%
now i can eaither wait one more turn to get to 100% or take off in my pretty good shape ship and hope for the 1 per turn to heal me.
This isn't particularly difficult to code. At worst, it's a bunch of if statements, or if you're smart about it you could do something like
[repair rate this turn] = 0.05*max(1, floor(10 * [current HP] / [max HP]))
[HP restored this turn] = min([max HP] - [current HP], ceiling([max HP] * [repair rate this turn]))
and you can toss a min(x,y) in there if you wanted to cap the repair rate below some level. I don't know that we could do this in the XML files, but it's certainly something that someone who had access to the game code could implement fairly easily.
I personally would prefer something more like
[HP restored this turn] = min( [max HP] - [current HP], max(1, ceiling([repair rate] * ([max HP] - [current HP]))))
or
[HP restored this turn] = min([max HP] - [current HP],
min( [max HP] - [current HP], ceiling(F([current HP], [max HP])*max(1, ceiling([repair rate] * ([max HP] - [current HP]))))))
where F([current HP], [max HP]) is a scaling factor such as [current HP] / [max HP] or (0.5 + 0.5 * ([current HP] / [max HP)^2) which slows the repair rate when the ship is badly damaged.
This gets the ships back in action relatively quickly but makes it take a bit longer to restore a ship to peak condition, whereas your model leaves ships out of action for a relatively long time but finishes quickly. Probably a matter of preference, but I tend to feel that a repair model that makes it so that your ship is in usable condition relatively quickly but takes longer to complete all repairs is more interesting than a repair model that makes it take a long time for your ship to be restored to usable condition but quickly completes final repairs. The former incentives risking damaged ships, the latter incentivizes restoring them to perfect condition before sending them out again.
I concur with that repairs need to be looked at. I would suggest that repair ships should be buildable and that repair modules need to be additions that can be added to shipyards and to starbases to increase repair speed. Otherwise, after a battle, you can have a fleet crippled by damage for 100 turns.
Hmm they do repair faster in orbit, hadn't actually noticed that, will have to test.
Personally the biggest change I would like to see, is the option to 'repair' in a yard. (likewise upgrade).
So that instead of building a new ship, a ship could go into the yard and get repaired at a fairly fast rate (or hell even at the % damaged vs Build time).
As 'free' repair the existing is ok, but Even relatively minor damaged ships, I find I am often scrapping and building new ones, where I would much rather (mind set wise) repair existing ones.
(especially if 'experience' is ever added in for ships)
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