Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

Author Topic: An alternative to repairng D-Mods  (Read 483 times)

PyroFuzz

  • Commander
  • ***
  • Posts: 103
  • PyroFuzz? PyroFuzz.
    • View Profile
    • Email
An alternative to repairng D-Mods
« on: August 24, 2019, 05:31:48 PM »

So in the game you repair D-mods by paying a very high amount to return a ship to its original pristine form.

What if you could repair it over a very long period of time for a lower price?
So if you got a D-modded ship that you wished to repair it would go over a series of calculations which would determine how long it would take to repair, 6 months to a couple years.
You would still have to pay a much higher amount then if you had to buy it off the market, but it would be around 2/3 to 1/2 the price.
Logged
PyroFuzz

Sutopia

  • Captain
  • ****
  • Posts: 298
    • View Profile
Re: An alternative to repairng D-Mods
« Reply #1 on: August 24, 2019, 07:27:39 PM »

Time is not a legit cost in this game. I would even propose the D-mod repair should take the current cost PLUS the time proportional to D-mod counts and hull size.
If it's not a rare ship, go build an replace it.
If it is, pay up or get with it.
Logged

pedro1_1

  • Commander
  • ***
  • Posts: 185
    • View Profile
Re: An alternative to repairng D-Mods
« Reply #2 on: August 25, 2019, 11:33:07 AM »

Time is not a legit cost in this game. I would even propose the D-mod repair should take the current cost PLUS the time proportional to D-mod counts and hull size.
If it's not a rare ship, go build an replace it.
If it is, pay up or get with it.

No timers please
Logged

Grievous69

  • Admiral
  • *****
  • Posts: 916
    • View Profile
Re: An alternative to repairng D-Mods
« Reply #3 on: August 25, 2019, 11:48:48 AM »

Time is not a legit cost in this game. I would even propose the D-mod repair should take the current cost PLUS the time proportional to D-mod counts and hull size.
If it's not a rare ship, go build an replace it.
If it is, pay up or get with it.

And then we can pay with ''insert game currency you pay with real money'' to speed up the process /s
Logged
Please don't take me seriously

chancoco

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: An alternative to repairng D-Mods
« Reply #4 on: August 25, 2019, 11:51:44 AM »

I was attempting to make a personal mod where you would have a chance to salvage parts instead of metal from wrecks. Those parts could then be used to repair one random Dmod from a ship. Frigates and destroyers are repaired with common parts, and cruisers and capitals would require rarer parts.

I didn't get far though, but that's my take on alternative ways to repair Dmods.
Logged

Ed

  • Captain
  • ****
  • Posts: 376
    • View Profile
Re: An alternative to repairng D-Mods
« Reply #5 on: August 25, 2019, 02:26:38 PM »

Fixing D-mods require basically disassembling and reassembling the entire ship, not something you can do while keeping it in your fleet and it is not something cheap to do even if you had replacement parts
Logged
Check out my ships

Sarissofoi

  • Captain
  • ****
  • Posts: 256
    • View Profile
Re: An alternative to repairng D-Mods
« Reply #6 on: August 26, 2019, 07:35:45 AM »

Other idea is having D-Mods patched/fixed that change D-Mod into weaker patched version.
The Patched version would still give penalty of D-Mod but only 50%.
So with right skill D-Mod would only be 25% potent.
It would be obviously cheaper and enemy ships with D-Mods also should be frequently patched. When ship get blow up - all patched D-Mods get again replaced by unpatched version.