Not that Vasari really need the help; but I've never quite understood why Vasari, the NANOTECH REPAIR EXPERTS, have the worst repair bay. No upgrades to improve it from 15/sec, while TEC can go up to 40/sec. This makes about zero sense lorewise.
The tradeoff is the the best capship in the game with two of the best abilities. Repair cloud and scramble bombers.
Well, they are probably performing a more efficient repair whereas the TEC repair platforms are probably flat-out swapping out chunks of the ship. Vasari method uses less resources but repairs "slower."
In reality, the TEC is the best only in that it gives more of it's repair up front. The duration for the repairs that do a slower rate in fact last longer, so the total amount is the same (or close). SttC is so powerful because it is up front.
Time is Money. TEC are the best against focus fire. Against spread out fire it is not so noticeable.
Lore wise, Volt's make some sense. They are probably growing replacement or "healing" the ship while TEC is more like rebuilding.
It's purely for balancing...Vasari overseers are best repair late game for keeping a single target alive during combat...they also have repair aura (only AoE repair other than resupply), so that has to be taken into consideration...
This is an easy one, from a lore perspective.
Vasari and TEC armor use a completely different tech base.
TEC armor is basically a highly advanced form of the composite armor used on main battle tanks today: a macro-composite containing a mixture of ceramics, plastics, and shock dispersal media, with some exotic components thrown in to deal with all kinds of nasty weapons systems.
On any given TEC vessel, you will have the following armor layers sandwiched together:
Install multiple iterations and combinations of this sort of thing, and the resulting composite will provide excellent levels of all-around defense per unit wight and per unit cost, both in terms of hard cash and in terms of resources (it's not particularly resource-intensive to produce). Unfortunately, it isn't something you can repair quickly and/or on the fly, without a series of specialized foundries, but it CAN be pre-assembled in modular slabs.
Got a damaged ship? Seal the infected area; pop out the damaged slab; roll a new slab out of the hold; pop it into place; replace your stock of slabs at the nearest port of call. Unfortunately, power-to-weight ratios limit the amount of spare slabs most ships can carry (and do you really want a Javelis hauling around extra armor when it can be hauling extra missiles instead?).
TEC repair bays, on the other hand, have the luxury of being in orbit around a population center that is constantly producing large quantities of the materials necessary for armor, and Hoshikos do little more than haul around armor slabs and the bots to send them out (fuel for the bots' antimatter torches tends to be more of an issue than the amount of armor slabs a Hoshiko can carry). I imagine that TEC repair bots do nothing more than run to a damaged ship and install new armor slabs, which is what allows them to repair their ships so quickly.
Note: different ship vulnerabilities can be based on the incorporation of different composite layers -- for example, Cobalts are obviously REALLY short on ballistic and refractive layers!
The Vasari are a different story.
Many substances require a long time and/or specific conditions to form. It can take hours in a lab, under tightly controlled circumstances, to manufacture even small amounts of certain materials. Vasari nanomachines are probably designed to automate this control component of materials design by responding reflexively to formative conditions; they will therefore continue to construct their designated products as long as they are fed raw materials, but that doesn't change the fact that the reactions they are instigating probably take a LONG time to finish and are VERY resource-intensive. Consequently, Vasari manufacture necessitates an infrastructure geared towards nano-engineering (in the same way that developing nations can't produce advanced microelectronics on their own -- they don't have the technology base).
But the product is worth the effort. Though perhaps less efficient than TEC armor in some ways (I wouldn't be surprised if the Vasari can produce only one superbly armored vessel for every two decently armored vessels the TEC produce), on a pound-for-pound basis, Vasari armor is more effective, more versatile, and lighter than anything the TEC can currently design.
Vasari armor (and if you look carefully at the Vasari Rebel tech tree, you'll note that Vasari armor was BADASS in its heyday) is entirely different than TEC armor. TEC armor is a macro-composite, combining different armor layers for synergistic effect at the macro level (the effect of each armor slab is greater than the sum of its parts). The whole package works because each specialized layer of that package performs a different function (shock absorptive layers, beam dispersal layers, etc). But the shock-absorbing layer can't diffuse a beam; the beam-diffusing layer can't absorb a shock.
By contrast, Vasari structural materials are nano-composites: their elementary components (such as individual armor scutes or even molecules in other structures) are engineered for synergistic effect. In other words, the synergy of Vasari materials occurs at the elementary level, not the macro level: even the most basic unit of Vasari structural materials, such as a scute, is capable of performing many (if not all) functions of a TEC armor slab containing multiple layers.
Vasari structural materials are probably divided by function:
Here's how it would work:
As you direct fire onto a Vasari vessel, the armored nano-scutes go first, leaving behind a ragged lattice wrapped around a skeleton. As more fire is directed at the vessel, the skeleton collapses. Very heavy weapons, such as the Ragnarov's cannon, heavy beam cannon emplacements, or even the Kol's Gauss rail gun will twist, burn, or even sever the lattice, liberating and scattering armored scutes.
Advent armor is something of an oddity. The Advent favor shields over armor, and tend to focus their manufacturing on more powerful, precise, psychically augmented shield generators. They also view armor as a rather brutish, regrettably necessary contraption.
That said, the Advent are capable of psychically monitoring conventional chemical reactions via Psitech. Consequently, they are capable of approaching Vasari levels of engineering with a conventional tech base (that is, without investing in nano manufacturing). That said, this is an incredibly manpower-intensive process, and the Advent could not achieve Vasari levels of structural engineering without an extraordinary investment of menial psychics. As it is, Advent hulls tend to be macro-composites composed of multi-purpose components.
In other words: whereas each layer in TEC macro-composites serves a single purpose within the overall composite sandwich, each layer of Advent armor is sufficiently engineered that it can serve multiple purposes. Consequently, Advent armor tends to use fewer layers and is therefore lighter for the same amount of protection. That said: once again, the Advent typically invest in shields rather than hulls, so their ships tend to have much less protection than their TEC counterparts.
TLDR:
TEC: macro-composites composed of single-purpose layers
Vasari: nano-composites composed of multi-purpose elementary components
Advent: macro-composites composed of psychically engineered multi-purpose layers.
Seems a bit odd no one has even put any numbers up to see if this is true.
TEC Repair Bay (no upgrades): 20 hull over 10 seconds, 200 total HP for 20 antimatter (10 HP/AM), cooldown 6 seconds.
TEC Repair Bay (1 upgrade): 30 hull over 10 seconds, 300 total HP for 20 antimatter (15 HP/AM), cooldown 6 seconds.
TEC Repair Bay (2 upgrades): 40 hull over 10 seconds, 400 total HP for 20 antimatter (20 HP/AM), cooldown 6 seconds.
Advent Repair Bay: 30 hull over 10 seconds, 300 total HP for 30 antimatter (10 HP/AM), cooldown 5 seconds.
Vasari Repair Bay: 15 hull over 20 seconds, 300 total HP for 20 antimatter (15 HP/AM), cooldown 5 seconds.
Basically all of the cooldowns are identical, so antimatter efficiency is the only real variable here. And the Vasari really do have the most efficient repair unless the TEC get their repair bay upgrade, which is what you'd expect. It may not keep be as good for keeping important targets alive, but it won't have antimatter problems as bad as the Advent repair bay (may explain why I seem to need more of them).
Awesome GoaFan. Thanks for putting up the numbers. I've always wondered about this, but never took the time to research it.
Lets take this a step or two farther. Altho cooldowns are near identical, durations vary, therefore total repair over (total) time varies. Giving a repair per second, or "effective repair" rate. And finally, one could look at the cost for these said repair rates.
TEC (no ups) T1: 20 / 10 sec, 200 total HP for 20 AM = (10 HP/AM), cd 6 sec = 16 total or 12.50/secTEC (1 up) .. T2: 30 / 10 sec, 300 total HP for 20 AM = (15 HP/AM), cd 6 sec = 16 total or 18.75/secTEC (2 ups). T2: 40 / 10 sec, 400 total HP for 20 AM = (20 HP/AM), cd 6 sec = 16 total or 25/secAdvent ........ T2: 30 / 10 sec, 300 total HP for 30 AM = (10 HP/AM), cd 5 sec = 15 total or 20/secVasari ......... T1: 15 / 20 sec, 300 total HP for 20 AM = (15 HP/AM), cd 5 sec = 25 total or 12/sec
So, based upon effective repair per second, the Vasari repair bay is in fact the worst, and the fully upgraded TEC repair bay is the best (more than twice as good).
T1 research costs $400/0/25, T2 costs 600/50/100, T2-level 2 costs 700/75/125 Credit/Metal/Crystal. I'm not going to bother calcualting the cost efficiency, but ultimately I suspect the repair rates roughly cost about the same per unit of repair.
Oh, as Advent, if you are running low on AM, consider researching the T3 Mil tech for Disciples transferring AM!
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