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Post by tenbsmith on May 26, 2015 9:02:50 GMT -5
If anrdaemon got that right, then designing fighters with 0 in repair seems legitimate. I think it also seems reasonable conceptually, that the captains of fighters might not be trained in repair if they know carrier crew are going to take care of it. On the other hand, captains of capitol ships would need some minimal level of repair skill.
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Post by Cory Trese on May 26, 2015 9:07:24 GMT -5
0 Repair Fighters are probably the only legit case, however.
I made a note in the feature's jacket that we needed to preserve this, however odd a choice it might be.
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Post by odomi on May 29, 2015 19:50:36 GMT -5
How about Military Transport?
I always put 0 rapair so they can keep on going until they explode. It's cheaper to make a new one than wait to have them fully repaired. They just need to refuel from carriers.
And with the new Invasion tweak, I need to max out my Invasion/Pilot skills for max damage because I don't know if that would be the last turn for that Transport.
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Post by hissrad on May 30, 2015 10:43:30 GMT -5
How about Military Transport? I always put 0 rapair so they can keep on going until they explode. It's cheaper to make a new one than wait to have them fully repaired. They just need to refuel from carriers. And with the new Invasion tweak, I need to max out my Invasion/Pilot skills for max damage because I don't know if that would be the last turn for that Transport. And I do the same on colony ships...
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