Repair ability at yard

Post ideas and suggestions on new features or improvements here.
posted on September 23rd, 2011, 5:27 am
One of the "complaints" in the past was that yards gives the ability to repair ships to easily. While making no statement about the legitimacy of that or the balance of the below idea, here are some ideas for dealing with that.

Repair rate - give three tiers of repair time to staryards. 1st level = 3x longer than now, 2nd = 2x longer than now, 3rd = current time to repair. The repair time can be upgraded for a cost (and the upgrade might have prerequisites). Small yards would start at level 1 (3x). Large yards would start at level 2 (2x). Imperial yard would start at level 3 (1x). OR have all large yards start at level 3 (1x) and Klingon battle yard start at level 2 (2x).

OR

Only make the staryards like the newton - 1st level only repairs subsystems. 2nd level repairs hull. 3rd level repairs shields.

OR

Mix the two up between the races.


Just throwing it out there.
posted on September 23rd, 2011, 5:31 am
I always kinda thought having separate shipyards and repair yards could have some potential....
posted on September 23rd, 2011, 5:56 am
ray320 wrote:I always kinda thought having separate shipyards and repair yards could have some potential....


Ive played a few mods that did that, it always felt kinda silly, I mean if they can build they should be able to repair.

Now a mobile repair yard would make more sense, and be quite easy to manage (actually, I recall seeing some mods including a homeworld one where people built the old FASA fed mobile yard).

As for repair rates, prehaps have the yard require the ship AND yard lower shields, for the inital docking at least, after all with the big shield bubbles how do you get the ship INTO the yard..... that would at least give the chance to land some serious damage onto the yard.

Past that.... other options could include adding a dogfight range repair beam to yards in place of the repair option, I remember one mod that had tholians done well in it did a repair turret that was quite intersting in that it repaired ships within range.

Prehaps take the yards and remove the repair ability as it currently exists and replace with the short/dogfight range repair beam, and have the number of ships repaired/yard depend on the yards size within its owning races build order.

So for feds, small yard 2x ships at once, large yard 3x, with expenseve upgrades to increase the number of ships repaired/yard.

Prehaps make the repair ability an upgrade limited to 1-2 stations of each type (or total even) and keep the current repair method but make it VERY slow
posted on September 23rd, 2011, 5:57 am
I like the second idea...gives Klingons a small boost because of strong hulls that can be repaired earlier and Feds a nerf because shields are stronger. Only the Borg are problematic becausecycling is one of the things that is critical to counter early rushes.
posted on September 23rd, 2011, 12:36 pm
I'm opposed to the idea of lowering shields of the yard to repair. That would prevent you from repairing against borg rushes at all - they would immediately assimilate your yard.

I'm also not very fond of the repair beam idea, in canon they docked, leave it that way.
I do like yandonmans ideas, even though I'm not sure if it's that necessary to change the current style. I'm worried for the balance towards the Borg.
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