Hull Repair

Maybe have a system like the fuel transfer limpets but for repairing hulls? you would need a second commander to target you and repair your hull just like refueling?
 
Duct tape... Three words... Space duct tape... Unless you're referring to the brand, in which case it's still three words.

There has to be a reason for a player to go home. The player should not be able to stay out forever.
This is all it comes down to. Data is not a reason to go home. It's an incentive. There must absolutely be a hard limit on everything, and exploration excursion time is no different. Hull will force you to home. Exploration data will just suggest you go home.

Any sort of hull repair option must maintain this dynamic. The player cannot and should not stay out forever.
 
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This is all it comes down to. Data is not a reason to go home. It's an incentive. There must absolutely be a hard limit on everything, and exploration excursion time is no different. Hull will force you to home. Exploration data will just suggest you go home.

Any sort of hull repair option must maintain this dynamic. The player cannot and should not stay out forever.

Why???
 
How about Hull and power plant repair has to be done via Specialist SRV variant, no weapons, just welding arm ( bit like planetside 2 engineering repair gun) Requires materials as a reload to repair. STD and Premium give higher Hull repair per repair.

If they can repair others ships too, you open up repair rats emerging content.
 
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Because anything less undermines the game?

In what fashion? There is no exploit, my single contribution does not impact materially on the overall game play and I am not likely to do more than dip in to a single station for a couple of hours and leave the bubble again.

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How about Hull and power plant repair has to be done via Specialist SRV variant, no weapons, just welding arm ( bit like planetside 2 engineering repair gun) Requires materials as a reload to repair. STD and Premium give higher Hull repair per repair.

If they can repair others ships too, you open up repair rats emerging content.


The current suggestion is repair limpets, so that you are not precluding people that do not have Horizons.
 
In what fashion? There is no exploit, my single contribution does not impact materially on the overall game play and I am not likely to do more than dip in to a single station for a couple of hours and leave the bubble again.
Then why are you asking for this? If you are only stay outside the bubble a few hours? Is it because you want to use hull repairs to lower cost in combat or being attack while you are trading?

Right there this idea tell us it will undermine trading repairs due to pirate attack and combat repairs . If the user can get a few repair units. Make all the repairs but power plant. Instead of a few million credits repair cost it becomes a few thousand credits repair cost and the cost of repair unit ammo. It tosses risk and reward out the window. It will also undermined game play.
 
In what fashion? There is no exploit, my single contribution does not impact materially on the overall game play and I am not likely to do more than dip in to a single station for a couple of hours and leave the bubble again.

One does not simply 'dip' into a station when they're 100k from the bubble and low on hull.

Making hard decisions is a core aspect of ED. You're 3/4 to SagA* and you screw up big time leaving you at 30% hull, you have a hard decision to make (or maybe not, I'm not a hardcore explorer). If this hard decision were to be made into an easy one via repair mechanic, then this repair mechanic must also bring a hard decision of similar caliber somewhere nearby to replace it. Else, you're eroding a core aspect of the game.
 
Then why are you asking for this? If you are only stay outside the bubble a few hours? Is it because you want to use hull repairs to lower cost in combat or being attack while you are trading?

Right there this idea tell us it will undermine trading repairs due to pirate attack and combat repairs . If the user can get a few repair units. Make all the repairs but power plant. Instead of a few million credits repair cost it becomes a few thousand credits repair cost and the cost of repair unit ammo. It tosses risk and reward out the window. It will also undermined game play.

If you are going to totally misconstrue my thread trail, could you at least do it in a spectacular fashion? The discussion you are misrepresenting had plainly been about forcing explorers back into the bubble, "go home" in Lestat's words.

As to undermining trading, since I was suggesting a limpet system which was meant to repair OTHER players. If you have multiple people flying together, I cannot see how that undermines gameplay, unless you mean that it undermines PIRATE gameplay only. To address your general comment about gameplay, first, your definition is (intentionally?) narrow, and, second, the player in your trading scenario with a repair module is giving up an Internal Compartment that could carry cargo for a repair other players capability.

If risk and reward were the sort of issue you imply, the AFMU would not exist in the game either since it does almost everything this thread is asking for except hull and, possibly, power plant repairs.

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One does not simply 'dip' into a station when they're 100k from the bubble and low on hull.

Making hard decisions is a core aspect of ED. You're 3/4 to SagA* and you screw up big time leaving you at 30% hull, you have a hard decision to make (or maybe not, I'm not a hardcore explorer). If this hard decision were to be made into an easy one via repair mechanic, then this repair mechanic must also bring a hard decision of similar caliber somewhere nearby to replace it. Else, you're eroding a core aspect of the game.

The "hard decision" is represented in your loadout. Adding a repair module will reduce jump range. If it were limited to a certain size Internal Compartment, say Size 4 or better, then it becomes a noticable sacrifice because of the penalties it imposes on jump. That is also applicable to other venues, given that a Size 4 compartment is, what, 16 tonnes of cargo?
 
The "hard decision" is represented in your loadout. Adding a repair module will reduce jump range. If it were limited to a certain size Internal Compartment, say Size 4 or better, then it becomes a noticable sacrifice because of the penalties it imposes on jump. That is also applicable to other venues, given that a Size 4 compartment is, what, 16 tonnes of cargo?

Does your idea of "hard decision" equate to having to abandon the entire trip and head home? Because that's the caliber of benefit that we're talking about. Something that will stop you from needing to abandon your trip. I can tell you that 16 tons worth of jump range loss is not it.

I don't think you fully appreciate how much of an impact something like this can have on the player. We're talking about fuel scoop caliber module usefulness here. Can you imagine exploring without your fuel scoop? Not terribly different than exploring without your hull repair module.
Now, the game was built with fuel scoops in mind. And to my knowledge, the game was not built with hull repair in mind. Therefore, implementing the hull repair module will need some serious drawback to zero everything out.
 
Does your idea of "hard decision" equate to having to abandon the entire trip and head home? Because that's the caliber of benefit that we're talking about. Something that will stop you from needing to abandon your trip. I can tell you that 16 tons worth of jump range loss is not it.

I don't think you fully appreciate how much of an impact something like this can have on the player. We're talking about fuel scoop caliber module usefulness here. Can you imagine exploring without your fuel scoop? Not terribly different than exploring without your hull repair module.
Now, the game was built with fuel scoops in mind. And to my knowledge, the game was not built with hull repair in mind. Therefore, implementing the hull repair module will need some serious drawback to zero everything out.

There is the additional consideration, in exploration, that until you get up to the Asp, or rig out freighters which have lesser jump ranges, adding the proposed limpet would impose the loss of some other module since the smaller ships do not have the IC needed to have this as an ADDITIONAL fitting. Nothing below the Asp Explorer has more than the 6 Internal Compartments standard to a planet capable explorer and even close to a comparable jump range. That being the case, you not only potentially lose jump range, you may also give up some other capability like a Planetary Vehicle Hangar.

You have also (intentionally?) ignored the fact that I have repeatedly stated my opinion that this should be a "repair others" function, meaning that it has NO value to a solo player.

Finally, thinking in terms of the "financial end game" in a decision making process like this is always a mistake since it inherently discludes anyone outside of that status. Unless you intend to discriminate in favor of the wealthy, options to use this sort of equipment must be made based on the broad spectrum.
 
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You have also (intentionally?) ignored the fact that I have repeatedly stated my opinion that this should be a "repair others" function, meaning that it has NO value to a solo player.
I was not aware you deviated from the OP. A repair others thing is very different than a repair self thing, and I concede my arguments against it.
 
Summary of discussion (April 5th)

Summation of the thread as I understand it (minor modifications after researching other limpets):

Repair limpet system

  • Used to repair other Commanders' ships, including hull and power plant, will NOT work on player's own ship
  • Repairs one ship at a time
  • Requires a Class 3 or better Internal Compartment, aligned with Limpet system in general - Class 3/5/7 (modified from previous discussion using Class 4 to keep in standing with Limpets in general)
  • Ammunition based, can be resupplied through SRV synthesis materials mining, does NOT use AFMU ammunition, they are not interchangeable, also resupplies through station Restock function
  • Takes time to operate, not an instantaneous activity, higher Class (5,7) modules repair faster by using multiple limpets
If an additional "disadvantage" is needed, a requirement to drop shields for use could be added.

I believe that I have everything, but please feel free to continue to offer constructive criticism.
 
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Lestat

Banned
Summation of the thread as I understand it (minor modifications after researching other limpets):

Repair limpet system


[*]Used to repair other Commanders' ships, including hull and power plant, will NOT work on player's own ship
[*]Repairs one ship at a time
That great A wing of 5 stay out for a long time. While 3 combat ships are attacking. While one ship doing the repairs. While a damage ship being repaired. Also Great for users with Dual account and 2 computers. When they get a spot of tea. Your other account could be repairing your combat ship outside the combat zone. (Note Combat zone are not infinite. :eek:)
[*]Requires a Class 3 or better Internal Compartment, aligned with Limpet system in general - Class 3/5/7 (modified from previous discussion using Class 4 to keep in standing with Limpets in general)
Wow a Anaconda or even better cutter. Full of limpets Just repairing ships. Even if it slow. It cheaper then Ship repairs at a station. Oh look they don't have to fly to the station.
[*]Ammunition based, can be resupplied through SRV synthesis materials mining, does NOT use AFMU ammunition, they are not interchangeable, also resupplies through station Restock function
All that required is Limpets Don't need to say more lol.
[*]Takes time to operate, not an instantaneous activity, higher Class (5,7) modules repair faster by using multiple limpets
If the power plant has the power it could run 2 or 3 at a time so no issue there.

If an additional "disadvantage" is needed, a requirement to drop shields for use could be added.

I believe that I have everything, but please feel free to continue to offer constructive criticism.
All the pilot has to do is fly outside the combat zone. Which not very hard. So dropping shields is not really a disadvantage Besides you are flying to your wing man because your Shield are down and your wing man can take out the Danger.

Note most Exploration ships they disable their Shield.

So please tell me where the Disadvantage again? Because I don't see any.

Let point out the exploration. There has to be a reason to go home. If the hall and power plant can be repaired. That means infinite Exploration. Before you talk about Wear and Tear. There are players who have 0% wear and tear and still flying they just have to be careful. It take something like Hall Damage or Power Plant damage to force the player home. Why? Because they can't be repaired.

We also don't want Whining people saying I stayed out for 5 to 6 years and then gone home. Then been attacked and I lost all my Data.
 
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