Suggestions about repairing ships

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Icebird
Posts: 1
Joined: Sat Dec 10, 2022 6:42 am

Suggestions about repairing ships

Post by Icebird »

Repair Bay is too deep in the tech tree.
My suggestion's origin is the players loose many precious ships stranded in space with minor but mobility-critical damages after a space battle.

I think the Repair Bay consumes too much time and waypoint to be researchable (Total Tree Cost: 230 250). Compare with the Tier1 Spacedock (what is the first step in repair) I think it should avaiable at same tech level somehow.
A littlebit itchy for me why players must spend soo much social research to be reachable. I think it is a clean Space Science and should appear at near ISRU technologies. (The Social Science can be a serious drawback in research when the Aliens wipe out the Earth-Luna space assets.)

Alternative suggestion is the 'Tractor Beams'. Codex says habs using magnetic catapults to get resources in resource pool. So, then why ships can't equip specialised magnetic equipments to tow stranded ships to a nearly station? (of coz in cost of using merged deltaV calculations) This solution can be an interstage between the nothing and the Repair Bays.

An other alternative is using Earth's tug boats somehow - consuming Boost points and time - to move/launch that space junk somewhere where they can do repairs. This way too is better than nothing.

Other suggestions to utility modules:
Repair Drones - this could do repairs on the fleet during the time when fleet has not assigned operations (consuming resources and time like the station repairs)
Repair Kits - this could be a one shoot repair kit (like the hab kits) to the carrier ship and/or fleet (with possible variants)
PAwleus
Posts: 107
Joined: Fri Mar 19, 2021 12:58 pm

Re: Suggestions about repairing ships

Post by PAwleus »

AFAIK, Repair Bays are not needed for basic repairs done by damage-control teams - they just make them much faster and more extensive.

Tractor Beams would be on entirely different level of technology than magnetic catapults as their fields would have to be much, much stronger to reach much further.

Tugs idea by using boost (at least when close to a shipyard) I already feature-requested many months ago but I do not see my ships stranded in my games anymore (probably because damage-control teams were improved and some bugs removed) so perhaps it's much lower priority, now.
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johnnylump
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Joined: Wed Nov 11, 2015 4:12 am

Re: Suggestions about repairing ships

Post by johnnylump »

Yes, post combat you were supposed to have your propulsion and power system field-repaired to a minimum few percent of capacity, no matter what, largely so we didn't have to introduce a complex tug mechanic. That was bugged until recently.
PAwleus
Posts: 107
Joined: Fri Mar 19, 2021 12:58 pm

Re: Suggestions about repairing ships

Post by PAwleus »

Actually, it still looks like somewhat bugged - I've recently got a ship damaged in .43 that is immobile for 2 months (Damage Control is 63%, Auxiliary Life support 100%, Bridge and Drives over 50%, but reactor is 0%). I suppose I should bug-report it, then.
neilwilkes
Posts: 184
Joined: Sat Oct 01, 2022 10:44 am

Re: Suggestions about repairing ships

Post by neilwilkes »

PAwleus wrote: Mon Dec 19, 2022 11:47 am Actually, it still looks like somewhat bugged - I've recently got a ship damaged in .43 that is immobile for 2 months (Damage Control is 63%, Auxiliary Life support 100%, Bridge and Drives over 50%, but reactor is 0%). I suppose I should bug-report it, then.
Is it still bugged in .47 though?
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