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Starsector 0.98a is out! (03/27/25)

Author Topic: Saving wrecked ships.  (Read 4986 times)

James Sullivan

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Saving wrecked ships.
« on: May 05, 2012, 11:25:03 AM »

This may have been mentioned before or is already being planned for implementation but I'd love to have a way to prevent ships being wrecked.

Maybe a character stat or an officer ability helps this? Or maybe a specific ship that can help maintain and repair badly damaged ships?

I just find it quite upsetting when I lose one of my favourite frigates to an unlucky missile strike.
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Dreyven

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Re: Saving wrecked ships.
« Reply #1 on: May 05, 2012, 11:44:28 AM »

Soo.. magic that can fix the damage the reactor/generator caused when it exploded?
possibly removing deadly levels of radiation?


i... don't know how i would feel about that :/
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K-64

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Re: Saving wrecked ships.
« Reply #2 on: May 05, 2012, 11:47:12 AM »

Basically what the small chance for the Repaired already ingame does then? ???
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James Sullivan

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Re: Saving wrecked ships.
« Reply #3 on: May 06, 2012, 05:35:36 AM »

I just want an improved chance of repairing my ships since I've only had one ship repaired within the last 10 hours or so of play time.

And the same excuse of deadly radiation could be used against being able to board ships but that is far more common.
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BillyRueben

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Re: Saving wrecked ships.
« Reply #4 on: May 06, 2012, 05:39:01 AM »

Your ships getting repaired is supposed to be a very rare thing I think, so increasing the chances of it happening is a bad idea IMO.

Repaired
That is REALLY hard to read.
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James Sullivan

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Re: Saving wrecked ships.
« Reply #5 on: May 06, 2012, 06:31:49 AM »

Just went back to some much earlier dev blog posts and it seems a character stat could raise the chance of repairing a ship. Might not still be in the works but I think a very small percentage increase would be reasonable. Maybe even 1% or less per skill level to increase chance to repair.
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cp252

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Re: Saving wrecked ships.
« Reply #6 on: May 06, 2012, 11:36:33 AM »

When ships get scarcer, a greatly increased repair percentage would be nice.
As I have done before, I will suggest a third ship state in addition to damaged and undamaged- Not Combat Ready. You can still lug it around in your fleet, but its engines are terrible and get stuck at 40% if you deploy it, and none of its weapons are working. It basically can't do anything but limp back to base for repairs.
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Dx

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Re: Saving wrecked ships.
« Reply #7 on: May 06, 2012, 07:09:47 PM »

It basically can't do anything but limp back to base for repairs.
And restrict that only to own ships.
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Stromko

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Re: Saving wrecked ships.
« Reply #8 on: May 06, 2012, 10:59:25 PM »

They should always let you haul the scorched wreck back to port, and pay a tremendous amount in terms of credits or supplies to repair it. There should be an up-front high cost in terms of supplies just to stick the parts back together, set up tractor beams, etc, and it should be high enough that there's a good probability you won't be able to afford it. Some of its equipment will likely be destroyed beyond repair.

As they say, where there's a will there's a way. I can imagine a lot of admirals being too damn stubborn to get rid of a ship, no matter how broken and torn up it is.

I think having a high cost in supplies would make this balanced and themely, although one wrinkle I see right now is that your casualty report is currently handled before looting is. Meaning, if you hit a trade fleet that's packed with supplies, you won't have those supplies to repair disabled ships with. That might make perfect sense however, if you consider that this is kind of an emergency triage-type thing.

Perhaps eventually, once skills and officers are added, we can have a pool of 'first aid' points that allow us to bring back disabled ships with certainty. When you take a beating, you'll have to decide which ships you'll save and what ships you'll consign to the boneyard.

All in all, I think this game requires you to save before every fight too much. Once there's some sort of experience-gain mechanic in, then at least we'll have something to show for it, but right now if you lose a battle it's just a total pointless loss.
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Mattk50

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Re: Saving wrecked ships.
« Reply #9 on: May 06, 2012, 11:15:15 PM »

What if you needed salvage ships or something?
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cp252

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Re: Saving wrecked ships.
« Reply #10 on: May 06, 2012, 11:56:18 PM »

I do want salvage ships and support ships. Maybe fleet tenders have a negative OP cost...?
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Thaago

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Re: Saving wrecked ships.
« Reply #11 on: May 07, 2012, 01:48:53 PM »

I do want salvage ships and support ships. Maybe fleet tenders have a negative OP cost...?

Huh. That actually makes a shocking amount of sense. Unfortunately as we do not have to pay significant upkeep costs this would basically makes the FP limit meaningless.
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cp252

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Re: Saving wrecked ships.
« Reply #12 on: May 08, 2012, 08:34:55 AM »

Fleet tenders just increase the efficiency of your fleet logistics. Crew and such will still eat up a lot. It just makes it easier for your poor command staff to handle supplies.
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Thaago

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Re: Saving wrecked ships.
« Reply #13 on: May 08, 2012, 01:11:24 PM »

Maybe if such ships required huge amounts of crew... as it stands 100 crew costs 6 credits per day and there are no maintenance costs.

Like I said, from a realism perspective its great but I'm not sure how it would fit in with this game... :/
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cp252

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Re: Saving wrecked ships.
« Reply #14 on: May 09, 2012, 02:16:11 AM »

I think realistic logistics would only improve this game... No wait that's a dangerous statement.
Tenders should be maintanence ships with little or no cargo space. They add to your crew requirements and therefore supply consumption without having much (or any) space for carrying said cargo. Still negative FP costs but there's a practical limit as to how many you can bring.
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