23,000 LY And A Mistake: Would Fully Functional AFMU's Be Overpowered?

Would a Fully Functional AFMU Be Overpowered?

  • Yes. Please post why.

    Votes: 73 26.5%
  • No. Please post why.

    Votes: 173 62.9%
  • Indifferent, exploration is boring and doesn't affect me.

    Votes: 15 5.5%
  • Other. Please post why.

    Votes: 14 5.1%

  • Total voters
    275
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My preference is for multiple units to be used in synergy.

Module for external repairs (hull and screen) something like a slime repair system, a bit like a semi transparent expanding foam that's pumped over / into the hole / defect and sets. When used on fractured windscreen partially obscures vision. System can be powered down when not in use. No effect on repair cost as slime needs to be removed and repaired. Slowly repairs hull and ship needs to be stationary to allow foam to set correctly. - medium weight / low power consumption.

Module for internal repairs (all internal systems, including thrusters and FSD) involves rerouting systems electronically to backup systems, must be left powered on to have effect. No effect on repair cost as original system needs to be repaired and restored from backup. Takes time to initialise - Low weight / medium power consumption.

Proactive maintenance unit - when utilised with above systems to negate / reduce wear and tear by rerouting damaged electronics or filling hull micro fractures prior to them becoming a problem.

I was going to post something similar.

Enhance the existing AFPU to also fix thrusters (still using ammo).

Add an new Hull Repair Unit to fix hull and make it use (certain) metals than can either be mined or taken along as cargo.
 
Agreed, it should not affect repair costs, I hope its a temporary fix.

I also like the idea of mining components for full self sufficiency, but perhaps if you are using mined components the repair is of lesser quality (like the fuel scooping might be in the future).
 

Jon474

Banned
I would not like to see the repair unit restore hull back to 100%. I would like to see it bring hull integrity back to, say, 75% (just a %age plucked out of the air for now) and each time to you use the repair function on the hull the maximum level to which the hull can be restored drops to a new lower %age - repair jobs on the fly are never as good as a job done in the workshop.

Flying happy

Jon
 
It'd be fine if it didn't affect repair costs, a repair is a repair. I'd just like to stay alive way out there for extended amounts of time. Mistakes happen, but so do situations you mostly have no control over such as jumping into a binary star system and landing in one of the star's heat zones. Unlike the other professions, explorers have no fallback plan currently. You can't go rearm, you can't go repair, extra shield cell banks are of no use, and if you die you can lose days or weeks of work. Hard core lovers are great, I understand your point, but then perhaps the other professions should carry such risk as well. I enjoy the game because of exploration. If I want to pewpew, I'll hop on War Thunder. Don't get me started on trading, something you could probably train a money to do for you.
 
I thought I'd share this, what I done posted in the "Low Hanging Fruit" discussion, about possible straightforward updates:

Nanotech repair systems: A more advanced version of the Auto Field Maintenance System.
Slowly repairs ALL damage to your ship (including critical systems, armour and those tiresome cracked canopies). Very slowly, naturally, to keep it balanced - and probably therefore quite expensive as an initial purchase. The nanobots are self-replicating and do not require 'ammo' refills. The perfect gift for that long-range explorer in your life. Only available from the very highest tech stations!


I like the idea of the repair systems operating only when hardpoints are retracted. What about supercruise? Would you need to throttle down to sub-light to enable the little nanobots to work efficiently too?

I also like the idea of having to do a bit of mining to top up the nanobots supply of raw materials. Perhaps a mining laser is needed, but a specific 'refinery' equivalent module for auto-repair (a 'nanotech matter hopper') would make it a more difficult choice.
 
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Uh... I just repaired everything, except my hull and powerplant.

Admittedly, everything was at 98% buy it's all at 100% now :D

Oh... Ancient thread. Never mind!
 
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Major repairs using AFMU should require substantial work, and you'd have to ground the ship. For things like hull and thrusters, you would have to land on a planet and put your ship into "repair mode". The AFMU would then request a certain type and quantity of material, which you'd need to harvest and bring back to the ship in your SRV. Each repair stage would require multiple trips, and the closer you brought your hull or thruster % to 100, the more materials you would have to harvest to gain the same amount of increase. So maybe you'd only have to make one or two trips to patch your hull from 10%--> 20%, but to go from 90%-->100", you'd have to make dozens of runs.

Ideally I'd like to have the AFMU request different materials, at different stages of repair, which are more common on different types of planets or systems, so that you would have to travel around to multiple places in order to fully patch up your ship.

This is just an idea. The key is that repairing your ship should involve DOING something.

What I DONT want to see is a solution along the lines of "you can do it, but you need an even better version of the module which costs a lot," or "you can do it, but you have to sit and wait for a slow progress bar to fill up," or "You can do it, but it takes a lot more ammo than usual," etc.

Ideally the repair system will be completely redone someday once EVA becomes a possibility.
 
I don't really know if it's that important. While I understand that new explorers are going to break their ships a bit, isn't that what makes people learn? With combat, when things don't go so well, you hear a lot of people saying that we should learn to be better and maybe that's true.

I am currently 110,000LY into a journey which might see me circumnavigate the galaxy or might see me drop back through the core when I can't take it any more but my hull is at 97%. The first 1%, I lost zooming into a star about 800LY out and the other 2% I lost landing on a planet without turning my shields on about 1000LY out. I did learn from those and despite several close calls with binaries haven't had any damage since. I have two AFMU's and two heat sink launchers. I have not used the AFMU's yet and fired just one heat sink and that was just to see if I could remember what button it was bound to :)

So perhaps OP, if you spend some more time out in the black, you might not feel so strongly about it. Having said that, I wouldn't have any real objection to being able to repair my hull.
 
Exploring is already too easy. Making it easier by having the ability to fix everything just takes away the last ounce of risk. I guess some people want all the rewards with none if the risks.
When hostile aliens are added, along with dangerous enviromental hazards and proper wear and tear where stuff actually breaks down from time to time, then there will at least be some risk involved.

Really, the last thing exploring needs right now is an afu that removes that last slither of danger when going off on long hauls.

I'd like to know what all these rewards are for an activity that pays a pittance.
 
My thought would be that that all systems and hull should be repairable, BUT certain systems such as power generator would require repair on ship "reboot" and would require the pilot to survive on life support. This would take minutes, so the worse the damage, the better the life support would need to be.

Since the ship would be "off" and basically a sitting duck, this would be useless for combat repairs.

My other feeling would be to make hull repair require a second vehicle - either another player's ship (repair rats!) or an SRV with AMFU (not currently in game) to do this. So you either need to call a friend or land and repair.

Just my two-penneth.
 
Please note

This thread was started when the AFMU could not repair Thrusters or canopy, a loss of FSD or Power Plant meant destruction automatically and there was no synthesis to recharge the AFMU or Reboot to repair option.

At the moment the AFMU cannot repair itself, hull and Power plant
 
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