Suggestions about repairing ships
Posted: Sat Dec 10, 2022 8:00 am
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)
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)