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January 3rd, 2003, 09:36 PM
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Re: Mod idea: Repair pods
Why a fighter unit? Wouldn't a sat slow things down even further, and have the advantage of the launching tech being free from the start?
PHoenix-D
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January 3rd, 2003, 09:56 PM
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Re: Mod idea: Repair pods
Quote:
Originally posted by Phoenix-D:
Why a fighter unit? Wouldn't a sat slow things down even further, and have the advantage of the launching tech being free from the start?
PHoenix-D
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Well yeah, but I like the idea of them being able to move some. And sats can't be given movement in a mod. Good point about the launcher though. You could mod a launcher comp that will launch in strategic but not in combat. And you can make the repair pods slow, so they don't move around too much in system.
Geoschmo
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January 3rd, 2003, 11:45 PM
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Re: Mod idea: Repair pods
i think since it'll end up as a different hull anyway they can be made slow. also some kind of supply components should be introduced for them. And then of course you will have several levels, can you give .5 repair ability? so you need 2 to repair one component a turn?
EDIT: using to test new sig
[ January 03, 2003, 22:12: Message edited by: Skulky ]
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January 3rd, 2003, 11:58 PM
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Re: Mod idea: Repair pods
Nope, repair ability in whole numbers only. That would be nice though.
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January 4th, 2003, 12:14 AM
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Shrapnel Fanatic
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Re: Mod idea: Repair pods
Make them 2x as large, and it simulates that. 
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January 4th, 2003, 12:40 AM
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Major General
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Re: Mod idea: Repair pods
Quote:
Originally posted by geoschmo:
quote: Originally posted by Phoenix-D:
Why a fighter unit? Wouldn't a sat slow things down even further, and have the advantage of the launching tech being free from the start?
PHoenix-D
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Well yeah, but I like the idea of them being able to move some. And sats can't be given movement in a mod. Good point about the launcher though. You could mod a launcher comp that will launch in strategic but not in combat. And you can make the repair pods slow, so they don't move around too much in system.
Geoschmo Maybe use drones? Haven't played much Gold since I started helping with B5 so it may be impractical?
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January 4th, 2003, 02:23 AM
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Re: Mod idea: Repair pods
the problem with using drones, is that once launched, they stay launched and eventually run out of juice and die. so they would be disposeable repair pods.
come to think of it, the problem with using fighters, is that they might be launched and shot down in combat. perhaps sats with combat movement (does this work? i can never remember) or with no movement wiould be best. i do like the fighter idea, though.
now, what happens if a race has -50 to repair? are components that repair 1 per turn useless? is repair ability and modifiers calculated per component, per ship, per unit, per stack of units, or per sector?? if per sector, that is best. but if per component or ship or unit, someone with a 50% penalty would get the same results from 100 single-component-repair fighters as would someone with a normal repair attribute (assuming rounding up). if it rounds down, someone with a 50% or even 10% (depending on how far it rounds down) repair penalty would get no benefit, and be unable to repair anything, even if he had enough single-component-repair fighters to repair 1000 components.
i guess this needs testing... i can get to it saturday, probably.
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