' Wrote:See 15 minutes. Not so bad. Plus who says you even have to repair.Can still just restock,and fly back to fight.
@dancing lady. 15 minutes per item is what i was thinking. So 1 item repairs at a time,as you can select/deselect repairs. But all at same time works too.
15 minutes per item is harsh. Unless we find a way to distribute % of repair between elements so people can decide what they wish to repair (Such as, 60% of full capacity fixing hull, 40% fixing equipments).
' Wrote:Prices for selling stuff damaged,or repaired is the same. Try it. Check sale price before repair,then repair it,and subtract the repair cost. Same price.Or it used to be as i have not done in years.
This repair system would also help faction weapon use. They can land,and sell damaged guns,and buy new.Then launch again.Costly,but no repair time.
Also just think how many would stop using Cheetah thruster's,and BS scanners on a fighter.:ohmy:
I think your wrong there... Actually almost positive..
' Wrote:I think 1 second per credit is a bit much. Its not unusual for my ship to take $100,000 damage in a shoot out. Thats just under 28 hours waiting for it to repair ...
/signed
' Wrote:This is a game, not reality.
Why change things all because of abuse?
I personally think this would ruin the feel of this.
This is suppose to be a game. Whats the point of making anything realistic? You want realism, go outside.
Taking any kind of damage would, under this system, down your ship for ridiculous amounts of time. Hell, if you push 80,000, you're down for a whole DAY.
Taking any kind of damage would, under this system, down your ship for ridiculous amounts of time. Hell, if you push 80,000, you're down for a whole DAY.
No worries dancing lady. Most never read more then first post.Some do not even read all of first post,and just pick 1 thing to yell at.
Ignore the bad,and praise the good idea's.(wow did I say that?:shok:)
Some good idea's people. Read ALL and give your oppinions and IDEA's
Even at .1% a second, I still find that a bit much when it is multiplied across every piece of equipment that could be damaged in a fight.
Let's consider:
A bomber gets hit by a GB missile, survives, but gets all of it's equipment put down to half endurance.
So, that's 500 seconds times...well, there's 4 guns (conservatively), an SNAC, a CD, mines, and countermeasures, plus the hull (if we count the hull as one thing, rather than the many components it actually is.). This does not count internal equipment, which Im not sure actually get damaged by explosions.
So, 500 x 9. That's...4500 seconds. 1.25 hours.
Im sorry but, for most, that's just ridiculous. I mean, what if you have to fight during that time? Or do anything that involves radiation, mines, etc. You're screwed.
I dont think it's fair to penalize someone with an admittedly shortened 4-hour-rule.
This can be done using a FLHook coded respawn/relaunch timer, there's no need to crunch numbers of repair points and time in seconds.
Have a set amount of time a ship must remain in the base it last docked with until it can launch again. Obviously, time would increase from fighters to battleships. If you try to launch a ship in repair (respawn delay not expired) you'd get a message telling you said ship is still under repairs.
This is much simpler than your original needlessly complex idea and will work in the same way.