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Author Topic: question about d-mods and which to remove?  (Read 5468 times)

Turalyon

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question about d-mods and which to remove?
« on: February 28, 2022, 03:54:47 AM »

So, d-mods lower the supply needed to recover after a battle.

Why exactly is that? I mean, what's the logic behind saying that when a ship has faulty engines, or a faulty power grid, that you need less "stuff" to bring the ship back to combat readiness? I'm trying to picture a situation where a laser weapon has faulty capacitors and because of that, it needs less energy to refill those...

Why is having damaged ships being rewarded?

Be that as it may, what d-mods should be definitely removed?

Faulty power grid seems to be too bad to keep, with its flux debuff and increased sensor profile. Same with defective manufactory on my drone tender.

I'd think that increased maintenance and erratic fuel injector should be two that definitely needed to be removed due to them increasing fuel and supply consumption, right?

Also, is there a way to remove certain d-mods or is it all-or-nothing?
« Last Edit: February 28, 2022, 04:09:05 AM by Turalyon »
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Serenitis

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Re: question about d-mods and which to remove?
« Reply #1 on: February 28, 2022, 04:42:38 AM »

If something is already broken, then you don't have to worry about fixing it. Thus is doesn't take as long to repair that ship upto it's maximum ability, since there's a non-zero amount of things that no longer have any need of attention.

It's not so much a reward, more a shifting of priority; using 'broken' ships trades performance for cheaper use.
Whether that's a good trade or not is down to your preferences / expected activity / tolerance for non-optimal things.

D-mods can either be removed all at once by restoring the ship while docked anywhere with a starport (button at the bottom-left of the outfit screen).
Or randomly one at a time using the Hull Restoration skill over a period of time.
There is no picking and choosing.
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Nimiety

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Re: question about d-mods and which to remove?
« Reply #2 on: February 28, 2022, 05:46:15 AM »

d mods are generally bad, but for some ships you might not care whether it blows up or not -- supply cost to repair a 4 dmodded Wolf is lower than buying a new one, particularly with the Field Repairs skill. You don't need pristine escort ships if they are just there to support officered destroyers and cruisers with harpoons and shield pressure. Derelict fleet skill just makes these escorts cheaper.

Obviosuly if you have infinite credits from trading or colonies, you don't have to use dmodded ships at all unless you are cheesing the derelict fleet skill.
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geminitiger

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Re: question about d-mods and which to remove?
« Reply #3 on: February 28, 2022, 07:53:40 PM »

Why exactly is that? I mean, what's the logic behind saying that when a ship has faulty engines, or a faulty power grid, that you need less "stuff" to bring the ship back to combat readiness?

It's star wars logic vs the real world, established in early Star-Wars movies where you could repair a system in the Millennial Falcon but giving it a good whack.
This is a decent balance decision as well.

In the real world it actually costs more to keep an old vehicle working (anyone who has ever owned a very used car knows this) compared to a much newer/new car.
Spaceships won't be any different.

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Falcon_BR

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Re: question about d-mods and which to remove?
« Reply #4 on: March 01, 2022, 06:37:32 AM »

Lots of people are saying here that Dmods are bad.
But when I see people playing on youtube, d-mods build rule this game.
With the skill that decrease deployment costs and maintenance cost with d-mods, even a increase maintenance dmod is ok, because it will almost cancel itself, with 3 more, the ship will almost be maintenance free.
The real point here is the deployment cost reduction, 2 Paragons with 5 dmods and 30 deployment cost, are more effective them a single paragon with a 60 deployment cost!
But I have a TOC and I normally go for hull restoration, but it will not remove ill modfication d-mod, you must restore the ship to remove that, there is also another on that it doesn't remove, but I can't remember right now.
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coldiceEVO

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Re: question about d-mods and which to remove?
« Reply #5 on: March 05, 2022, 09:58:21 AM »

As for the combat supply deduction, perhaps after irreversible destruction that made fitting original replacement impossible, your ship engineer just use crude replacement part that doesn't perform as well but will do.
Like using a gum foil, nail and wrench for proper fuze in those electrician memes, or tapes and ziptie instead of propper fitting fasteners, like every episode in road kill.
Another explaination is system running at lower level than previous threshold creates less wear. The bottle neck created by the damage doesn't push other parts hard enough.
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