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Post by ChocoCrowbar on May 1, 2014 15:09:53 GMT -5
Just a quick question, how does one repair a damaged ships hull. I know that when I'm in faction space I automatically refuel, but don't know how to repair.
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Post by Cory Trese on May 1, 2014 15:25:14 GMT -5
Just a quick question, how does one repair a damaged ships hull. I know that when I'm in faction space I automatically refuel, but don't know how to repair. There are no other options for capital ships at this time. Fighers can be repaired by Carriers with 'Repair Bays' This is a planetary action, coming in phase 2
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Post by khearn on May 1, 2014 16:10:37 GMT -5
So am I reading that correctly to mean that (for now) ships are disposable, not repairable?
Edit: I'm seeing one of my ships increase its hull value from turn to turn. It was at 56, then 62, and this turn it's back up to 65/106. So some degree of repairing seems to work. This is a Strike Fighter with *Repair 3, so that may be it. If so, then always include some amount of repair in new ship designs until they get planetside ship repairs implemented.
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Post by Cory Trese on May 1, 2014 16:14:02 GMT -5
So am I reading that correctly to mean that (for now) ships are disposable, not repairable? No, they just repair and refuel slowly in a passive way. Because each Experience point is basically a 1% attack bonus, experienced Crews and Captains are worth taking to the back line and letting them recharge. Ships advancing, retreating to repair and then re-entering battle will be the core rythm of battle. You'll have expensive options to speed it up, but a limited number of ships can be repaired. Repairs will cost CP.
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Post by ChocoCrowbar on May 1, 2014 17:13:44 GMT -5
Mmm it's just a bit slow ATM the repair at 1 per turn when an enemy ship blows away 27 in one shot, no counting when they gang up on you (lets say three ships all take away 20 hp). That's 60 turns where you have to fall back and rest. 30 if it's 2 per turn depending on what the captain has.
About that... will captains be able to have more points than 10 to allocate between his abilities? Like researching better captains?
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Post by Cory Trese on May 1, 2014 17:14:46 GMT -5
Mmm it's just a bit slow ATM the repair at 1 per turn when an enemy ship blows away 27 in one shot, no counting when they gang up on you (lets say three ships all take away 20 hp). That's 60 turns where you have to fall back and rest. 30 if it's 2 per turn depending on what the captain has. About that... will captains be able to have more points than 10 to allocate between his abilities? Like researching better captains? The first step of the design is to select a build complexity level. During the first phase of the game, you'll have access to Levels 1-3 of about 80. That Level determines the Ship and Captain stats, in the same way that the ST AI selector tries to pair a like Ship and Captain power level.
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Post by Cory Trese on May 1, 2014 17:18:20 GMT -5
Build fighters with 8 repair, and a carrier that repairs 30 a turn, so they can come back from damage pretty quickly.
ATM, you really have to design your ships to support it. Even with the active CP repair buttons turned on, you still have a lot of balancing to do.
You'll also have the option to add Auxiliary systems that greatly improve refuel and repair -- but because the game is, at it's core, primary a passive restore design you will not want to build ships with 1 repair, ever.
Any stat below 3 is very bad idea and will cause them to die.
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Post by ChocoCrowbar on May 1, 2014 17:19:46 GMT -5
Oh well that makes sense.
Although a lvl 50 captain would be very hardcore, even maybe with an eye-patch. I've maybe reached lvl 50 on STRPG twice on crazy, respects with these captains.
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Post by Cory Trese on May 1, 2014 17:24:42 GMT -5
Oh well that makes sense. Although a lvl 50 captain would be very hardcore, even maybe with an eye-patch. I've maybe reached lvl 50 on STRPG twice on crazy, respects with these captains. The maintenance and training cost for a Level 50 Captain is such that the player's approach does not necessarily mean that an "all level 50 fleet" is the best approach. We certainly block that approach, but mixes of levels will be a huge part of the strategy. My current game, I have about 6K / turn to spend on Ship maintenance. I could have 6 Level 30 Ships, or 12 Level 15, or 1 Level 30 and 9 Level 15 or what have you.
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Post by Cory Trese on May 1, 2014 22:41:07 GMT -5
Dur Dur Dur ... I am silly.
The starting ships are loading with really low starting Repair and Refuel values.
I see what you are talking about, my bad in the alpha build. fixed for next!
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Post by ChocoCrowbar on May 1, 2014 22:46:52 GMT -5
Hehehe no problem, just makes it a bit more challenging. I saw the first cruisers as the best of the best and that they must be taken care of, so I made various fighters to soak up dmg.
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Post by Cory Trese on May 2, 2014 0:07:20 GMT -5
Hehehe no problem, just makes it a bit more challenging. I saw the first cruisers as the best of the best and that they must be taken care of, so I made various fighters to soak up dmg. Hmmm. Maybe that's a better rational for the starting ships. Lets debate that on a new thread...
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Post by Brutus Aurelius on May 2, 2014 5:45:18 GMT -5
Build fighters with 8 repair, and a carrier that repairs 30 a turn, so they can come back from damage pretty quickly. ATM, you really have to design your ships to support it. Even with the active CP repair buttons turned on, you still have a lot of balancing to do. You'll also have the option to add Auxiliary systems that greatly improve refuel and repair -- but because the game is, at it's core, primary a passive restore design you will not want to build ships with 1 repair, ever. Any stat below 3 is very bad idea and will cause them to die. Well NOW you tell me
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