Repair Station
Post ideas and suggestions on new features or improvements here.
1, 2
posted on January 4th, 2010, 2:41 am
I was wondering if we could add a station to for the federation (perhaps an avatar specific). I thought it would be nice to be able to build a cheap station that allows us to repair ships at. It would be nice to have a repair dock that wouldnt be that bad to lose on the front lines.
posted on January 4th, 2010, 2:46 am
A dedicated repair yard?
posted on January 4th, 2010, 3:05 am
I know this is planned for a NPC map object ... I don't really like the idea of it being for Federation at the moment because of their already considerable repair capabilities to be honest - perhaps as a replacement for the Newtons as a future avatar or for another faction 

posted on January 4th, 2010, 3:08 am
Instead of replacing the Newton, it could replace the Repair capabilities of other yards of the 3rd avatar? It might not be as good at repairs than the avatars we have now.
posted on January 4th, 2010, 5:14 am
I do agree with Dom here, the feds are the only race with dedicated repairships, i can see it as more of a romulan thing as they have the more expensive ships.
or mabye, Klingon, when you build the battleyard and expand it, you can choose to build another yard or a repair facility.
or mabye, Klingon, when you build the battleyard and expand it, you can choose to build another yard or a repair facility.
posted on January 4th, 2010, 10:20 am
I could actually see Klingons getting a boost to hull repair when not engaged in battle. What Klingon is actually going to be willing to leave holes in his armor? You know they'd use the downtime to patch the ever-living hell out of that hull with whatever they had/could replicate, so they could get back into the fight sooner.
Running back to the shipyard for repairs while there are battles to be fought? Never.
On a similar hand, I could also see them getting stronger weapons as their hull got weaker. 'Redirect all power to weapons! To Gre'thor with the shields and life-support! Forget the impulse engines, we will not run! It is a good day to die...FIRE!'
Running back to the shipyard for repairs while there are battles to be fought? Never.
On a similar hand, I could also see them getting stronger weapons as their hull got weaker. 'Redirect all power to weapons! To Gre'thor with the shields and life-support! Forget the impulse engines, we will not run! It is a good day to die...FIRE!'
posted on January 4th, 2010, 11:23 am
I think I remember from the Armada 1 manual (so this would theoretically also apply to stock Armada 2) that the Klingons got more powerful as their crew count got into the yellow and red zones. It does seem to fit them. As for them getting a repair boost, I think most races don't want to have holes in their armor, and though the Klingons might not care as much about what they use to patch the hole I wouldn't expect them to have better repair abilities than other races.
For Klingons building a repair yard as a yard expansion, I think it's a bit redundant because the yard will already be able to repair ships.
For Klingons building a repair yard as a yard expansion, I think it's a bit redundant because the yard will already be able to repair ships.
posted on January 4th, 2010, 12:30 pm
i know its a crazy idea but i like the idea of a repair dock with engines 
maybe for dominion. we saw ds9 move really slow, maybe something similar for them, with a really slow speed and really slow engine speed. so you can edge it closer to battle, or hide it nearby.

maybe for dominion. we saw ds9 move really slow, maybe something similar for them, with a really slow speed and really slow engine speed. so you can edge it closer to battle, or hide it nearby.
posted on January 4th, 2010, 2:14 pm
I already made a similar request awhile back based on a Cardie mod I did for stock A2. A repair ship that could change mode into a full up repair station, then change back into a ship if needed to move the frontlines be it in advance or reatreat. I also suggested it should be late game only, very expensive, and count as one of your repair units. Perhaps have a limit of only 1 at a time as well to keep it in balance.
Definately fits with fed style I think, though I originally made it for the cardasains (which are not in FleetOps) to give them a bit of a boost, which I thought made sense considering their enormous priority on military readiness.
Definately fits with fed style I think, though I originally made it for the cardasains (which are not in FleetOps) to give them a bit of a boost, which I thought made sense considering their enormous priority on military readiness.
posted on January 6th, 2010, 1:30 am
I t makes sense to me If one was to make a repair station it needs to be like the Mech commander /Mech Warrior MFB's or the repair trucks. A repair truck had the ability to reair armor and replenish ammo and reactor coolant and totally destroyed weapond systems were not repaired. once the repair points were exhausted the vehicle was destroyed. MFB's on trhe other hand you could replace the damaged weaponds from ones in your either your stock or yours captured opponent stock piles , as well be replenished on repair points . So If a Repair truck style system was put in place A Repair truck cost 2000 Resourse points and was ability to repair 30? points of damage till expended. once exhausted the repair tender has to go back to the Mobile Feild base to be replenished/ recrewed. MFB (Mobile Feild Bases ) have the ability to be moved between nav points . however all navagation points have to be inputted at the beginning of the game and you can only input three Nav points and one is at the star base where the MFB's are built . movement is 1/8 the all the races slowest ship and ship has NO weaponds and weak sheilds. so I dont know how the game calculates the damage value but a system like described might make things a little more interesting . useing the Feds for an example you take the newton and call it a Repair tender give it the ability to deploy repair teams like the fed ? ship boosting the repair rate over a Normal Newton . useing special energy counter to count down the amount of damage it will repair and have it go to a MFB to replenish it. MFS Repair and recrew all repair ships . any ship moved to the MFB will be repaired at a rate double the normal yard but will cost Dilitium and tritanium .
posted on January 7th, 2010, 2:27 pm
a bit more complicated than what I had in mind, but ok. Im not sure if the A2 engine supports things like the station running out of repair points, or costing resources to repair though. Why not just have it be a mobile repair yard that has to hunker down and become a station to repair anything. Just give it a build time when changing from repair to mobile modes, make it expensive, make it count as one of your repair ships and make sure only 1 can be built at a time.
I agree with no weapons, slow movement, maybe not weak shields, at least not in the station mode anyway. I wouldnt want an expensive repairyard to go boom as easily as a Brel.
I agree with no weapons, slow movement, maybe not weak shields, at least not in the station mode anyway. I wouldnt want an expensive repairyard to go boom as easily as a Brel.
posted on January 7th, 2010, 5:50 pm
I always kinda thought a repair turret would be nice.
posted on January 7th, 2010, 6:13 pm
Dircome wrote:I always kinda thought a repair turret would be nice.
I think it's a nice idea too! much more effective than sending all your ships way back into your base to get repaired. unless you have a newton of course...

posted on January 7th, 2010, 6:38 pm
The problem with a repair turret is it could give base defenders a large advantage, because they could be repaired without having to disengage and go to a shipyard. For it to work it would have to be easily destroyable, so attackers wouldn't have to worry about that, but the problem with that is for it to be better than a shipyard it would have to be fairly expensive, and people wouldn't like a fairly expensive station being destroyed easily.
posted on January 7th, 2010, 6:40 pm
You could give it a noticably reduced rate of repair compared to a Newton?
1, 2
Reply
Who is online
Users browsing this forum: No registered users and 15 guests