Subsystem repairing

Post ideas and suggestions on new features or improvements here.
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posted on May 15th, 2011, 3:01 pm
The current system of waiting for your engines or weapons to come back is just.... well limited and pretty dumb.

By the game/real life time it takes months if not years to repair disabled engines, and i get this from the ship build times.

Could we have some sort of manual subsytem repair sort of like the startrek legacy system where you click on a subsystem to deticate man power to repairing that quickly.

I can build a fleet in the time it takes for some ships to repair disabled engines and in real life time it equals years.... which is ridiculous.
posted on May 15th, 2011, 3:14 pm
Sounds a bit detailed for an RTS game, a bit too detailed. I'd expect that from a simulator.
posted on May 15th, 2011, 3:21 pm
You can always speed up repairs by getting a constructor to haul back that ship :)

I don't think the amount of time is a good justification for determining lengths of anything - think about how long certain specials last. Do you really think that  ship's engines will be disabled for whatever 14 seconds in game time is in 'real life time'?

The current system encourages you to take risks, but to be wary, as well as allows your opponents and you to have a chance to capture vessels etc. :) . If one were to expect that you could dedicate repair capabilities (as if starships only had one universal engineer who could fix everything as on the shows...) you would expect that these subsystems would fail much more rapidly (also like on the shows).
posted on May 15th, 2011, 4:05 pm
Dominus_Noctis wrote:You can always speed up repairs by getting a constructor to haul back that ship :)

I don't think the amount of time is a good justification for determining lengths of anything - think about how long certain specials last. Do you really think that  ship's engines will be disabled for whatever 14 seconds in game time is in 'real life time'?

The current system encourages you to take risks, but to be wary, as well as allows your opponents and you to have a chance to capture vessels etc. :) . If one were to expect that you could dedicate repair capabilities (as if starships only had one universal engineer who could fix everything as on the shows...) you would expect that these subsystems would fail much more rapidly (also like on the shows).


Your thinking small, and i didnt say 14 seconds i can build a fleet in the time it takes to repair fully disabled engines each ship takes say 75-85 seconds to complete some more and even after iv completed building said fleet that ship is still disabled, im not talking about clicking the subsystem and then it heal like the regen on the borg sphere just to speed up the time because currently its too dam long and when you compare the reality of building a ship in the startrek universe it takes almost a year to build a easy designed ship and even longer for more complicated designs like the sovvies so when you manage to complete a fleet in this time and the disabled ship still isnt flying off to repair its kind of stupid.

This isnt paying too much into detail i think its quite a valid arguement, the ship you build and spent respurces on is just floating in space for half the game and becomes useless and a constructor isnt always a viable way to go get it.
posted on May 15th, 2011, 4:20 pm
You could always change the build time settings before starting the game to make it more realistic. :P
posted on May 15th, 2011, 4:24 pm
I believe a Saber takes roughly 34 seconds to repair its engines when totally destroyed. A Vor'cha takes 84 seconds. What exactly do you consider too long?
posted on May 15th, 2011, 4:37 pm
I think the problem is is that he forgets about that ship until going back to that area with another fleet
posted on May 15th, 2011, 4:55 pm
funnystuffpictures wrote:You could always change the build time settings before starting the game to make it more realistic. :P


You could always shut up or read what said before posting a reply.

I never said anything about realism i just compared the lengh of time it takes to repair subsystems in most ships in comparison to the time it takes to build ships.
posted on May 15th, 2011, 4:58 pm
Kestrel wrote:I never said anything about realism i just compared the lengh of time it takes to repair subsystems in most ships in comparison to the time it takes to build ships.


the reality of building a ship in the startrek universe


you did, but:

ST canon never even told us how long a freaking tricorder needs to be assembled, and you talk about reality of building in the ST-universe... so you have absolutely nothing to base your comparison on except for Scotty's statement from "The motion picture" where he told Kirk that the refit took 18 months...
posted on May 15th, 2011, 6:17 pm
Kestrel wrote:You could always shut up or read what said before posting a reply.
Oh, sure. This will certainly encourage people to discuss your concern in a reasonable and intelligent fashion. What you really want as a "discussion" of this idea is for people to acknowledge publicly you are correct and the rest of us know nothing at all. And now comes the part where you tell me to shut up or try to insult me in such a way to make yourself look good in the view of others. How very predictable. And how very boring. All you'll really do is confirm your trollishness.

I've only recently begun playing FO. As such I may not be the subject matter expert on Fleet Ops so many around here are so very quick to portray themselves as. I like things the way they are for now. As I've trawled these boards for the past week or so, I am amazed at the large number of people whose primary postings seem to be in the vein of, "You're doing it all wrong!". This seems to be more of the same. Doca, Optec, and Co. have done a lot of things for a lot of people who do not seem to be able to appreciate them. Long repair times a hassle? Probably. But in the macro view of FO, it is a very minor quibble which you could fix for yourself if you wanted to within your own install without resorting to becoming Johnny Drama Queen in public. Wrote it. Meant it. Because of the behavior you've displayed herein, don't ever trouble yourself asking me to play FO with you in future. In all cases the answer will be, "Oh Hell NO!"

But back onto the topic because I have digressed enough.

Your concern is a valid one under certain circumstances. But not under all conditions. Dom's answer is pretty good. But rearranging game mechanics to address a player management shortcoming does not seem a good idea. And this seems to be what you are asking for. If the ship in question is this important to you that you aren't willing to risk any damage to it due to the long repair times, then why send it away from the starbase or the shipyard at all? The concept is called, "fleet in being". Used by the German Navy during WWII. By simply having ships which might cause harm, they forced the Royal Navy into large expenditures of manpower and resources.
posted on May 15th, 2011, 6:40 pm
Oh, sure. This will certainly encourage people to discuss your concern in a reasonable and intelligent fashion. What you really want as a "discussion" of this idea is for people to acknowledge publicly you are correct and the rest of us know nothing at all. And now comes the part where you tell me to shut up or try to insult me in such a way to make yourself look good in the view of others. How very predictable. And how very boring. All you'll really do is confirm your trollishness.


Somebody let him loose against Tokra, that is what everyone has always wanted to say but never did
posted on May 15th, 2011, 6:49 pm
Nah its ok go ahead and insult me  :lol:. He is just working towards getting his own thread locked...  :whistling:

Kestrel wrote:You could always shut up or read what said before posting a reply.


This is the part that I find entertaining as it seems that you neglected to respond to Dominus's question

Dominus_Noctis wrote:I believe a Saber takes roughly 34 seconds to repair its engines when totally destroyed. A Vor'cha takes 84 seconds. What exactly do you consider too long?


You either didn't read it or just thought you should ignore it.
posted on May 15th, 2011, 8:39 pm
Last edited by Brother Gabriel on May 15th, 2011, 8:43 pm, edited 1 time in total.
in my sight the repair time should be quite long if the engines got destroyed.
Destroyed means there is not much of the impulse drive left to repair and the ship crew needs to repair em without any supply from outside. So this would take ages and a repaircrew that is made of a dozent scotty's, while it goes quite fast at the yard. And thats what we got in FO.

Maybe there could be a way to help at the repairs some other way (transfering material for the repair as example). But i don't know how to put such stuff ingame.
posted on May 15th, 2011, 9:05 pm
Last edited by thunderfoot006 on May 15th, 2011, 9:07 pm, edited 1 time in total.
Exactly. Takes time to remove the damaged components, hull, support structure, not to mention all the damage creepage thru the EPS conduits and secondary systems and the rest of the wreckage. This ain't about replacing one or two isolinear chips inside a panel by the Status board. This is about repairing or replacing the antimatter injectors and the clamps holding them at the correct angles and then testing the integrity of the magnetic shielding to make sure none of that antimatter comes in contact with anything it is not supposed to. And one can get only so much use out of the replicators before the supply side of the things runs out of stuff to fashion the new components from. Scotty was a genius because he could get things to work when they weren't supposed to. By using the systems in ways their designers never intended. But even this takes time. And there was only one Scotty.

I suppose having a veteran ship would reduce this time somewhat. I've not played enough FO to notice. Even if every crew had a Scotty, the best this could do would be to cut the time in half wouldn't it? As the Officer Commanding in the sector, should I be worried so deeply about one ship? Granted if it is a warp in or a vessel which I have spent time on getting to level up and max out I'd be concerned about it. But I am trying to win the game (or at least play well enough to offer my opponent a challenge, lol) with fleets, not single ships. And it is inevitable my forces will suffer losses. I don't want to lose any ships if I can help it, but I already know this is unattainable. As to it not being viable to send a constructor out to bring it home: The most capable ships with the best systems always draw the hardest assignments. This means that sooner or later I am going to deliberately place one in an untenable position. If I am not prepared to lose it, I shouldn't have assigned it the task.
posted on May 15th, 2011, 9:29 pm
Last edited by Andre27 on May 16th, 2011, 12:16 am, edited 1 time in total.
A little boost in the repair of subsystems would be nice. Right now it is somewhat annoying  if you have to wait several minutes before your cloaked vessel with a disabled engine gets it repaired.

I would argue that even ships with engines disabled would have some maneuvering speed by using their trustees. thrusters.

Heck by using thrusters they would move DS9 towards the wormhole.
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