Hull repair limpets: has sense been pre-applied?

The fundamental point has already been made several times: hull repair should be implemented so as to make it completely impossible to use it as in-fight hull hit point regeneration, whether 1v1 or winged.
 
Well you say that but the Fuel Rats will no doubt start a Repair Rats spin-off.

I know when 2.4 launches I will be taking orders from anyone needing repairs way out and I'll do a little tour around repairing anyone who needs it. Probably end up taking a good 120 limpets or whatever and just working my way around the galaxy to those who want it.
And for that we will be grateful!
 
From https://www.reddit.com/r/EliteDange...ntier_qa_panel_lavecon_2017_features_changes/

"Mark Allen, lead programmer, confirms some new additions: Repair limpets for hull"


First off, let me clarify I believe this to be an appalling idea. But this isn't my game, so I would like to scourge the minds of all that might read, to see what we currently know about its implementation.

It goes without saying that, ignoring yet another loss to consequence, there is serious abuse potential behind such a tool. The main ones from a combat perspective are as follows:

- Phasing becomes irrelevant (PvP only until NPCs gain experimental effects). With damage trickling through shields as it is, especially after being nerfed, and having no PvE application you may as well write this effect off as an unequivocal disadvantage. The kinda fluff that is only used by people that don't know how it works yet.

- Shield builds can heal hull with shields up (All playstyles). What it says on the tin. Do we need iCutters with several k mj shields recharging that shield, then curing all damage it took between an AFMU and hull repair unit?

- Faster ships can zoom off, heal, return (All playstyles). Again...what it says on the tin. Effective removal of attrition damage as well as free mid-combat reheals.


What I am hoping to hear is the glorious words "this will not work during combat" in some form, whatever ED would use to determine you as in combat. In addition I would like to hear there's any kind of obstacle to the run off/heal/return problem.

All knowledge welcome, including about what I am having for tea tonight.

OMG, very hard to reply to this in a way that does not earn me infraction points. So let me try to put it to you gently:

ED is not just about Pew-Pew!
It is even less about PvP!
Hull repair is needed for long-range Explorers and these guys need a bone thrown to them now and then as well

 
Hello Commanders!

Hull repair limpets should not be effective in combat.

Thank you Sandro! Please, when you work on this part of the design, take care that they're still effective for explorers (so, for example, take advantage of synthesis and also give them the ability to repair canopies).
 
When was that changed? Last time I tried using fuel limpets, I lost a load of them to my target's shields. Admittedly I don't tend to pay much attention to changelogs.
2.2 for hatch breakers, if my memory's good. The version after NPCs stopped bouncing them off your shields in the first place, anyway.

Fuel transfer worked through shields at least as early as 2.0. If that changed before then I don't remember when.
 
I cannot squeeze cargo rack and limpet controller in my Asp, unless I leave the shield generator behind... choices choices :)
 
Use an Anaconda instead, problem solved...

I need fast ship to scan surfaces for things, Anaconda will simply not do, plus I like Asp so much better for photos, but that is probably topic for another discussion :)

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IIRC point defenses are pretty good against limpets. An attacker would simply have to be within 3 km (point defense range) to let the PDs deal with the hull repair limpets.
 
"But... but... but... he didn't say why they won't be effective! And he didn't quantify 'effective' either! Is that 'usefully effective' or 'at all effective'? Why can't we just get a straight answer?!?"

;)
 
OMG, very hard to reply to this in a way that does not earn me infraction points. So let me try to put it to you gently:

ED is not just about Pew-Pew!
It is even less about PvP!
Hull repair is needed for long-range Explorers and these guys need a bone thrown to them now and then as well


The most hull damage I've ever taken on an exploration trip was 1% and that was over about 105K LY, plus I only got it by faceplanting a black hole out of sheer stupidity.

On top of that, I would have to lose range by a) equipping a limpet controller and b) carrying some limpets. That means out of my three exploration ships I literally cannot use them in the DBX because I don't have any spare slots and the only way I could use them in my Asp would be by not taking an AMFU, which means I wouldn't be able to do any significant number of neutron star jumps due to the FSD damage not being repairable.

So yeah. I could equip them on my Anaconda and lose some of the jump range I spent time on engineering every piece of gear for just to repair an insignificant amount of damage that I would only ever incur due to my own carelessness to begin with, on account of there being literally nothing that you will encounter as an explorer which will do hull damage unless you fly into it.

None of that is a reason not to implement them but I can hardly say that I see them as any kind of priority.

Use an Anaconda instead, problem solved...

Well not if your problem is not wanting to spend an exploration trip, when you fly almost exclusively in supercruise, in a ship whose supercruise flight performance is roughly on a par with the Hindenburg.
 
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