Help: New Repair Concept

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posted on August 24th, 2012, 3:52 pm
Hello guys, I like to mod fleet ops considerably. I recently have been going back to other real time strategy games to come up with ideas for Armada. I've been using Command and Conquer (original, before EA destroyed the franchise) as a basis for alot of these ideas. One thing I have disliked about Fleet Ops and Armada in general is the repair aspect. I don't think its realistic that a ship pulls into a yard or has a repair ship pull up, and 2 seconds later she is ready for combat.

To the point: One of the most iconic C&C units is the Mammoth Tank. The engineers on board the Mammoth could repair the tank UP TO 50% on the battlefield. To fully restore the tank it had to pull into the repair yard. I think this would be perfect in FleetOps. After Wrath of Khan, Scotty could patch up the Enterprise and get her working again, but not without help from a shipyard for a full repair. I think it would be great to have the ships in fleet ops have their shields fully restore (the way it is now), but the hull can only repair to 50% without the aid of a repair yard.

Does anyone have any idea on how to implement this?
posted on August 24th, 2012, 4:19 pm
I thought the hull didn't repair at all without a repair yard, just the subsystems. On that note, not having the hull repair at all and having the subsystems stop at 50% would be nice.

Anyway, I have no idea how to implement either idea without the engine changes that the devs do. Unless a replace weapon can be set to fire based on hull integrity, but that would nearly double the already insane number of ODFs.
posted on August 24th, 2012, 4:28 pm
The devs could probably add something to limit it, it doesn't seem harder than the other stuff they've done with the game (but then I'm no developer).

Best we can do for now is a very slow repair rate.
posted on August 24th, 2012, 5:08 pm
cabal wrote:I thought the hull didn't repair at all without a repair yard, just the subsystems.

hull and subsystems repair currently.

as for the idea, it certainly has realism on its side. would the change make gameplay more fun? i have no idea. :lol:

feds would get things a bit easier here, as their hitpoints are skewed towards shields, which would still be fully restored.

i have a similar idea, making it so that subsystems also don't fully repair, same reasoning, parts are needed etc. perhaps combine the ideas, so that hull gets to around 80% and subsystems get to around 80% as well.
posted on August 24th, 2012, 8:19 pm
Does anyone know how to mod this into the game?
posted on August 24th, 2012, 8:48 pm
No, this is currently not possible I'm afraid
posted on August 25th, 2012, 12:39 am
A critical Damage Aspect could be worked into the game some how. Such as A extraweapon that is launched oh so rarely that damages the target ship constsntly using a slef targeting weapon. but nothing with the current system can be implemented via repair. anything you do to alter this will have to be with weapons.
posted on August 25th, 2012, 2:40 am
I don't really think it's something that'll come into play enough to make it worth while the effort, to be honest. At the moment, anything that gets damaged into significant hull will either be destroyed or ordered to the shipyard to repair, which will be reached far before any significant self-repair has been carried out.

The only time that it might create a situation of interest is if a ship gets their engines knocked out and they somehow survive long enough for self-repair to be a factor; anything else results in a rapid trip back to the shipyard.
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