Purpose of thick armour

This topic contains both suggestion and question.

Nowadays taking damage into the armour is some kind of semi-death. Because repair cost is 2.5% of base hull cost, and insurance is 5% (or even 2.5%).
It quite resembling real world, where severe damaged battleships were repaired for huge amount of time and money and also they had suffered from personnel casualities.

And, what armour do:
Lessering probability of actual death, thus saving money, saving gun in battle, and saving from counting a new loss.
Protects cargo from destruction.

And repair cost also do:
Diminish interdiction capability of large ships.
Force large ships to retreat when they under threat of the shield failure.
Counts a money loss when ship is not even destroyed.

Question: is 3 strings above actually describing purpose of repair cost?
If it is true then suggestion below make game worse.

As example: Player 1 in a viper encountered player 2 in a anaconda and died. P1 loss is 150k P2 is 2kk if he was damaged. P2 should spend more time to restore the loss.

Suggestion: introduce a module wich is capable of repairing armour in flight.
Note: currently many ships has excessive strong armour, and with this module may become OP, (Anaconda), then armour HP should be decreased.
 
I was very surprised and disappointed at the uselessness of the auto field maintenance unit. If it could repair hull, even slowly and only in a compromising situation (shields have to be offline, hard points retracted) then it would have a use.

This would require, however, that AFM either not take "ammo" or ammo can be manufactured (perhaps mining laser -> refinery -> fabricator). This way if you want to be self-sufficient, you can do it but at a cost of time and module space.

I don't like how tied we are to space stations for hull repair, ammo, etc. I'm not asking for this to be able to repair in-battle, just for a way to not have to pay 50k every time the interdiction bug pops up.
 
The repair unit should repair everything with the exception of perhaps hull. All the armour in the world does nothing against surgical removal of systems that make you go boom. This would also take the emphasis off shield cells.
 
I disagree -> Repairing is a money sink the game definitely needs.

I don't object to the money sink aspect in the general sense. I do object to being tethered to occupied space. Even if you allowed the repair module to do hull and therefore removed that cost, you're paying a cost in both time and in module(s). That module is something you could have used for cargo (so you're costing yourself money), a shield cell (costing yourself survivability), a discovery scanner (costing yourself .. ok, nothing there) and so on.

The 'price' paid in balance to an advantage needn't necessarily be credits, it can be opportunity cost.
 
have you looked at the individual cost to repair stuff. It is in fact the hull that cost money. All subsystems cost near nothing. Please know what you re talking about before posting.

EDIT: To do this do not click repair all, click the repair sub menu while docked at a station with repairing facilities and view the individual costs.

The fact is the repair unit does not save you from death (FSD/Reactor) or money (hull) its utterly useless. Allow the Repair units to repair all subsystems and perhaps the B ones that are heavy with high integrity will be near as chooseable as the others. I really wanted to try a Dropship in reflective armour with a repair unit on the ship to prevent surgical removal of subsystems. A near all B equipped one emphasising mass and reactive armour ready to ram things should also be viable.
 
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In future AFM (wich will be capable of repair the engines ) will have little value for explorers. Because crucial subsistems and the hull will degrade in almost same pace. No difference from what exactly ship will die.

Same for combat.
I disagree -> Repairing is a money sink the game definitely needs.

For most of players whose are traders the only way to made a effective money sink is a perma-death. This is ridiculous.
 
Nowadays taking damage into the armour is some kind of semi-death. Because repair cost is 2.5% of base hull cost, and insurance is 5% (or even 2.5%).

It's completely unlike the real world, since there's no way to actually total your ship. Repair costs will always be below the costs for buying a new ship of the same type.

Bigger ships should come with bigger running costs - fuel, maintenance, repair. The game is friendly enough to leave out having to hire (and pay) a crew for the larger ships, and evidently hides most costs associated with spaceflight bureaucracy (taxes, docking fees, etc).
 
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