a new game option about repairing

Post ideas and suggestions on new features or improvements here.
posted on March 24th, 2012, 11:02 am
so i was thinking,

could it be made so there is a modifer built into the game for ships to be unrepairable?

so you couldnt send them into a yard
couldnt use repair ships
and they couldnt regenerate their own health
(tho that last one could be scratched and the borg just get reduced regeneration to match the rest)


i was thinking it could be in the options list that has

free tech
normal tech

perpose, to mix play up bit. ships would have to be thought about how they were used differently and would create variety.

what says you?
posted on March 24th, 2012, 12:23 pm
Yes, it is possible, but it has to be done on a ship to ship basis.  I don't think you can make a button that would do it as an advanced game option.  The ships would be like stock 8472, and would have to me modified with a 0 repair rate on hull and shields.  :thumbsup:
posted on March 24th, 2012, 1:28 pm
i see, so is it possible to place ships in the map maker where they can't repair just by altering the values?
posted on March 24th, 2012, 2:01 pm
hellodean wrote:i see, so is it possible to place ships in the map maker where they can't repair just by altering the values?


yes, you'd need to create each of these ships yourself, or modify existing ships. this is basically a mod you'd need to make.

a slightly more ghetto approach to remove repairing is to edit the yards so that they don't have a repair dock any more. that way when you push repair it will say "build repair facilities" or something similar. that won't remove regen rates.
posted on March 24th, 2012, 3:42 pm
Last edited by Tryptic on March 24th, 2012, 3:44 pm, edited 1 time in total.
As Myles said, there are several ways to do this.  Some would require a HUGE number of files to be modified although the changes to each one would be relatively small.

For example, right now each race has 2 avatars, which generate 2 completely separate tech trees.  You have either a Mayson or Risner starbase which produces either Mayson or Risner constructors which produce the yards and ships in Mayson or Risner flavors.  So for example if you were playing Mayson and you capture a Risner starfleet science, you would not be able to use it to build canaverals or other ships that require SFS because it's from a different line.

So, if you created yet another dimension of odf's you could make it work.  One way would be to completely replace the ships (for both avatars) which would double the number of odf files.  This would be needed if you wanted one player to be able to use the mode while another has it off.  Also you might have to do Borg this way, I'm not sure.

A much simpler way to do it would be to just add new starbase, constructor, and yard odf's and patch them into the existing network so that only the yards cannot repair but the ships are the same.  This would be needed if you want to switch between modes as a game option or if you want it to be a feature of the map (in which case players would not be able to choose their race and avatar because you would need to place the starbase for them)

Finally, the easiest way to do it would be to create a new mod in the Mods folder such that activating the mod is the way to toggle the ability.  You'd only need to modify the yard files, but I'm not sure if you have to copy over all of the odf's or if just having the yard odf's in the folder will allow them to take the place of the original yard files in the tech hierarchy.

In any case, it sounds very interesting although balancing Borg and green nebulas will be quite a pain.
posted on March 24th, 2012, 5:39 pm
Such a game option could be created, but would take a lot of effort - currently such an official game mechanism is not desired :) However, as others have suggested you could mod it to have the desired effects :) :

shieldRate = 0
healthRate = 0
canRepairshipRepair = 0 or repairFacility = 0 on all of your yards
canShipyardRepair = 0

@Tryptic: Crystalid Nebulae will have no effect if the shieldRate is 0.
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