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Author Topic: Add improved ship repair hull mod  (Read 889 times)

PoZe

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Add improved ship repair hull mod
« on: August 21, 2023, 09:30:31 PM »

I think it would be good addition to add hull mod that would speed up the repair of ships, it would be a logistics type hull mod around same OP as survey equipment. Can be called like "repair gantry" or "repair auxiliary drones". I thought gantry could be used for Salvage Rig, but that might be OP on top of existing salvage bonus it provides(I know that back in early days Salvage Rig used to be called Construction Rig and was providing exactly that), so I guess it's an ask to bring something like that back.

Maybe for balance reasons we add it to ship like Venture which has auxiliary pods, and make the effect only speed up repairs of one ship in the fleet per each Venture you have or give it diminishing returns.

Honestly lore wise it would make most sense for Mora carrier to have something like that, as it was used as construction platform. Alternatively then we could give Mora some special hull conversion mod like "repair pods" which when equipped removes fighter slots but provides the speed up repairs of one ship in the fleet?
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BaBosa

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Re: Add improved ship repair hull mod
« Reply #1 on: August 21, 2023, 10:34:18 PM »

Efficiency overhaul increases recovery/repair speed already. Though a dedicated faster repair hullmod would be good.
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PoZe

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Re: Add improved ship repair hull mod
« Reply #2 on: August 22, 2023, 01:01:18 AM »

Efficiency overhaul increases recovery/repair speed already. Though a dedicated faster repair hullmod would be good.

Right, I know there is a skill that increases repair speeds. I believe endurance or some other skill also make your flagship start with 50% hull after battle if it's below? But a hullmod would be nice addition. For example we have already efficiency overhaul hullmod and also a skill and they stack together.

Edit: and I guess this is more to add more fleet support abilities. I think we need more ships/hullmods that act like a passive fleet support which makes you consider bringing that non-combat ship with you that will add on supply+fule costs for a special bonus like the Salvage Rig
« Last Edit: August 22, 2023, 01:04:41 AM by PoZe »
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BaBosa

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Re: Add improved ship repair hull mod
« Reply #3 on: August 22, 2023, 04:04:04 AM »

Efficiency overhaul increases recovery/repair speed already. Though a dedicated faster repair hullmod would be good.

Right, I know there is a skill that increases repair speeds. I believe endurance or some other skill also make your flagship start with 50% hull after battle if it's below? But a hullmod would be nice addition. For example we have already efficiency overhaul hullmod and also a skill and they stack together.

Edit: and I guess this is more to add more fleet support abilities. I think we need more ships/hullmods that act like a passive fleet support which makes you consider bringing that non-combat ship with you that will add on supply+fule costs for a special bonus like the Salvage Rig
The field repairs skill increases repair rate by 50% and instantly repairs 25% for free after battle. There is already some support hullmods like high resolution sensors and survey equipment. They're fine though it'd be cool if they could be added multiple times for a scaling cost.
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Athenir

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Re: Add improved ship repair hull mod
« Reply #4 on: August 22, 2023, 10:42:04 PM »

for me there should be a game mechanic that determine how fast you can be at repairing a ship based on the amount of heavy machinery you own and the amount required to make the repair. (with some % possibility of them being damaged in the process, or canibalised to repair things that the autoforge cannot make.)


the amount required should be akind to this : 5/10/20/40. (could be further reduced by D mods, as D mods are part of the ship that are considered impossible to repair.)

it would be additive so to repair 3 capital at the same time you would need 120 heavy machinery.

then having specific hullmods to help the repair could reduce that amount but keep same repair speed (like "salvage gantry") or increase that amount for a specific ship but also increase the repair speed (like "auto repair system" or "efficiency overhaul").

the "salvage gantry" could work like the "surveying equipment", reducing the requirement by 5/10/20/40 but no lower than 5.

as a bonus the auxillary mining pod, (found in the venture or in standalone LPC) could have the equivalence of giving a salvage gantry to the carrier. (so giving the mora a full squadron of auxillary mining pod would give you the equivalent of 60 heavy machinery, but for repair only.)

Such kind of requirement could result in situation when the repair could take longer because you lack the sufficient amount of heavy machinery. (but there is already a mechanic that could help you prioritise some ship but stopping the repair on ship you dont want repaired immediately.)

on the other hand having way more heavy machinery would speed the repair but to a smaller extend, (something like +5% speed each time you exceed the requirement by a multiple of it , limited to 5 time (or 25% speed at 600% the cost)
« Last Edit: August 22, 2023, 10:46:38 PM by Athenir »
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Lawrence Master-blaster

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Re: Add improved ship repair hull mod
« Reply #5 on: August 23, 2023, 06:08:30 AM »

In my experience repair rate is almost always ahead of CR recovery, so much so that increasing repair rate is pointless as you'll still have to wait for the CR anyways.
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Athenir

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Re: Add improved ship repair hull mod
« Reply #6 on: August 23, 2023, 09:37:12 AM »

In my experience repair rate is almost always ahead of CR recovery, so much so that increasing repair rate is pointless as you'll still have to wait for the CR anyways.

Wouldn't the combat readiness recovery be reduced as long as the crew is running around repairing everything?
They cant repair and get the ship ready at the same time, nobody could be a two place at the same time.

In that aspect repairing as fast as you can would allow the combat readiness to recover at an optimal rate much earlier and therefore would reduce the wait.

It could be a simple parallel , if your hull/ armor is at 60% your combat readiness recovery would be at 60% of it's capacity (for a 5% CR recovery that would translate to 3% recovery for that day.) the less things there are to repair the more crew could be allocated to get the ship combat ready.
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SCC

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Re: Add improved ship repair hull mod
« Reply #7 on: August 23, 2023, 10:47:12 AM »

I would rather have the system stay as it is, with CR regeneration and repairs being independent of one another. Just because a ship took a beating in one engagement doesn't mean the next one is going to inflict significant damage on it. High CR bonuses also make the ship take less damage.

BaBosa

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Re: Add improved ship repair hull mod
« Reply #8 on: August 23, 2023, 04:29:27 PM »

Repair and CR recovery are the same thing which is why I use them interchangeably.
When you recover 1% CR you repair 1% of hull and armour and if you have more % damage than CR loss then repair time and cost is the same as if you lost that much CR.
So repair rate and CR recovery are the same thing and increasing one increases the other.
The system doesn’t need more complexity. It just should have more ways to affect it.
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