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  #1  
Old February 6th, 2003, 05:39 AM
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Default Re: Mod idea: Repair pods

Let's say I want to create Repair Satellites.
Which method is better?
Should I create a small Repair Bay component
That can only be used in a Satellite
or
Create a Satellite with the Repair ability?
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Old February 6th, 2003, 05:51 AM
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Default Re: Mod idea: Repair pods

It all depends on what affect you want to create. Neither is necessarily "better" than the other.
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Old February 6th, 2003, 01:35 PM
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Default Re: Mod idea: Repair pods

Imperator Fyron
What do you mean by “affect”? I just want a Satellite that will repair ships.
A couple of things did occur to me.
If I want the Satellite to have more than one it does need to have a component.
Any idea how much to “charge” for these?
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Old February 7th, 2003, 02:01 AM
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Default Re: Mod idea: Repair pods

Guys, I don't mean to be a downer but isn't there a problem when putting abilities on units? I seem to recall that a stack of units will only use an ability once regardless of how many units have the ability. Hopefully I'm mistaken?
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Old February 6th, 2003, 05:20 PM
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Default Re: Mod idea: Repair pods

Quote:
What do you mean by “affect”? I just want a Satellite that will repair ships.
He means "effect".

If you put the ability into a component, you can design custom repair sats, while leaving the hull sizes untouched.

If you put the ability into the hull, you can have more rigid control over the properties of the repair sats. You could make the repair sats extremely small without worrying about players exploiting the small repair component size by placing lots on one large sat.

PS:
When in a stack, units act like component on a ship.
If there is a "one effective per ship" ability, the entire stack gets the best ability on any single unit, and the rest are ignored.
Repair ability fully stacks, so there shouldn't be a problem here.

[ February 06, 2003, 15:23: Message edited by: Suicide Junkie ]
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Old February 7th, 2003, 02:04 AM
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Default Re: Mod idea: Repair pods

SJ said:
Quote:
Repair ability fully stacks, so there shouldn't be a problem here.
Cool. I was worried that a simple game-mechanic was going to ruin what seems like a great idea.

Next issue would be balance. Something like this could make repairing large ships extremely cheap, which is fine if that's the effect you're going for. But in a mod like P&N small armor pieces could be repaired so quickly as to unbalance the game. My suggestion would be to bump up the cost and/or move them up the tech tree.

Hey! How'd I wind up being devil's advocate?
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Old February 7th, 2003, 03:20 AM
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Default Re: Mod idea: Repair pods

Thanks Suicide Junkie,
Now I see it.
So I can create a 60Kt component that you could fit only one of in an “stock” small or medium satellite and two in a Large satellite.
In addition I could create a 60Kt Space Yard and Give it very limited resources per turn to use in construction. This would allow your satellites to initiate retro fitting. Of course they better be over a Re - supply Base, Stacked with a well stocked “Re - supply Ship” or the new ships need to have solar panels.
Any ideas on “pricing” I’m thinking along the lines of 300 Mins, 100 Rads for the Repair Component. This makes each one three times the amount of a stock level one repair bay plus the 100 Rads.
I’m thinking of 4000 Mins and 500 Rads for the Space Yard component. This is the full price of a Level 3 SY but it can only repair 3 per turn. The construction ability is limited to 200 per Min., Rad., and Org. per turn.

I’m going to go with the component method.

Using DavidG’s modder program I could do all of the above except give the space yard ability minerals to use which would not be a big deal.

Needless to say the AI will not know how to use these. Sucks to be them. . I give them enough breaks.
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