Repair offer

What kind of mega, nano, turbo technology is used at the stations that the repair takes one click?

Year 3305 turbo technology! It takes your ship about 3 minutes to manufacture a new SLF. I don't see why
a station couldn't repair a few dings and scratches in that time. Look at it this way. The repair button
only sends in the request. The repairs themselves take place while you're playing with modules, checking
missions, paying off bounties, taking a wizz, etc.

I don't know, make something up. Just no more time sinks please.
 
Year 3305 turbo technology! It takes your ship about 3 minutes to manufacture a new SLF. I don't see why
a station couldn't repair a few dings and scratches in that time. Look at it this way. The repair button
only sends in the request. The repairs themselves take place while you're playing with modules, checking
missions, paying off bounties, taking a wizz, etc.

I don't know, make something up. Just no more time sinks please.
The overall presentation of the technology in the game does not look like it is able to completely repair a space ship in one click. Why, then, are building bridges being installed at damaged stations and repairing something with welding machines? Why, then, the broken cockpit canopy, miraculously does not tighten with any nano shield, but need to fly and repair? This is the year 3305)
 
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I'm up for it, I would like to see ship being repaired by bots or something

We may end up having to do some repairs in 2020 update, who knows. Eva type while out in space also
 
The simple question to this suggestion is: what gameplay would this add? Staring at a progress bar or percent display, waiting for repair to progress, is not gameplay.

Also note that while the veteran could say that it would give you a reason to use another ship, the new player doesn't start out with several ships at hand. So all in all, the "gameplay" would be that it tells new players to log off and play something else instead.

Thus yes, if your goal is to reduce the player count, make it even less attractive and fun, especially for new players, give the game an even worse reputation than it already has and thus in the end worsen the games financial situation and result in less future development, then this is a great idea. In any other case, not so much.
 
The simple question to this suggestion is: what gameplay would this add? Staring at a progress bar or percent display, waiting for repair to progress, is not gameplay.

Also note that while the veteran could say that it would give you a reason to use another ship, the new player doesn't start out with several ships at hand. So all in all, the "gameplay" would be that it tells new players to log off and play something else instead.

Thus yes, if your goal is to reduce the player count, make it even less attractive and fun, especially for new players, give the game an even worse reputation than it already has and thus in the end worsen the games financial situation and result in less future development, then this is a great idea. In any other case, not so much.
Well, if the gameplay for you is to monitor the indicator, then I agree), and so ... the players will be more careful in planning their actions, and planning this is, I think, already part of the gameplay. And the repair time, as previously suggested, can be adjusted to reasonable, logical and more or less realistic limits. You can also make it dependent on cost. Please note that I do not propose to set the repair time for a long time, I suggest to make this process longer than "one click"
 
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The overall presentation of the technology in the game does not look like it is able to completely repair a space ship in one click. Why, then, are building bridges being installed at damaged stations and repairing something with welding machines? Why, then, the broken cockpit canopy, miraculously does not tighten with any nano shield, but need to fly and repair? This is the year 3305)

Agreed. There are numerous inconsistencies in the game, technology wise.

We can scoop fuel off a star but can't seem to figure out how to switch cargo laden ships
without having to dump the cargo first. Amazing.
 
Well, if the gameplay for you is to monitor the indicator, then I agree), and so ... the players will be more careful in planning their actions, and planning this is, I think, already part of the gameplay. And the repair time, as previously suggested, can be adjusted to reasonable, logical and more or less realistic limits. You can also make it dependent on cost. Please note that I do not propose to set the repair time for a long time, I suggest to make this process longer than "one click"

Hmm, an answering post without any answer inside. This here was just "but the negative of this suggestion is not that bad".

So again: which gameplay would this suggestion add? What would the actually positive on this suggestion be?
 
Hmm, an answering post without any answer inside. This here was just "but the negative of this suggestion is not that bad".

So again: which gameplay would this suggestion add? What would the actually positive on this suggestion be?
I cannot know how the players will plan their actions in order not to waste time on repairs, but definitely they will be forced to do this. I can’t know what the consequences will be waiting for the player if, when performing any task due to damage to his vessel, he loses time to repair, but definitely the situation will not be the same ... in any case, this will force players to take additional actions ... and physical and mental actions, and any actions in the game are game actions - the gameplay. Make any changes to the mechanics of the game and this will lead to a new gameplay ... simplifying the mechanics will lead to a reduction in the necessary actions, and the complication to an increase. In the first case, the player will quickly reach the end of the content and the player will lose interest and simplification in the game, most likely, will result in a powerful ambitious project in the state of Tetris
 
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I cannot know how the players will plan their actions in order not to waste time on repairs, but definitely they will be forced to do this. I can’t know what the consequences will be waiting for the player if, when performing any task due to damage to his vessel, he loses time to repair, but definitely the situation will not be the same ... in any case, this will force players to take additional actions ... and physical and mental actions, and any actions in the game are game actions - the gameplay. Make any changes to the mechanics of the game and this will lead to a new gameplay ... simplifying the mechanics will lead to a reduction in the necessary actions, and the complication to an increase. In the first case, the player will quickly reach the end of the content and the player will lose interest and simplification in the game, most likely, will result in a powerful ambitious project in the state of Tetris
How long have you been playing?
 
I cannot know how the players will plan their actions in order not to waste time on repairs, but definitely they will be forced to do this. I can’t know what the consequences will be waiting for the player if, when performing any task due to damage to his vessel, he loses time to repair, but definitely the situation will not be the same ... in any case, this will force players to take additional actions ... and physical and mental actions, and any actions in the game are game actions - the gameplay. Make any changes to the mechanics of the game and this will lead to a new gameplay ... simplifying the mechanics will lead to a reduction in the necessary actions, and the complication to an increase. In the first case, the player will quickly reach the end of the content and the player will lose interest and simplification in the game, most likely, will result in a powerful ambitious project in the state of Tetris

So the answer is "i haven't throught this through, i don't know of any gameplay advantages, but i would like it".
 
Yes, I want repair to take time. Why does repairing drones take time? Why does field repair of modules take time? What kind of mega, nano, turbo technology is used at the stations that the repair takes one click? Repair time can be adjusted within reasonable limits and nothing terrible will happen.
I can answer this one.

Have you noticed that you don't actually own your modules? You can buy them, you can engineer them, you can beat the ever loving crap out of them and no matter their condition, you can still sell them back to the station at the exact same price you bought them. Therefore, I imagine they simply strip off my engineering modification (which must be easy and modular, since it took the engineer only 1 second to apply), remove my damaged unit for repair at a later time, and slap in an identical unit, before replacing my engineering mod.

Ta da! :D

P.S. It will take me significantly longer to come up with a reason to instantly repair hull damage, but for now lets say....nanites...yes, nanites, the little bleeders scurry over everything puking up raw materials exactly where they're needed. The reason limpets take longer? Only so many nanites you can fit in a limpet. Stations are breeding them like tribbles :)
 
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Well, nevertheless, you do not argue with this statement, as I see ...

There is no arguing against "i would like". That's personal preference. What i would be interested in was, which gameplay advantages this suggestion actually would have. Up to now, the count here is zero. :(
 
I cannot know how the players will plan their actions in order not to waste time on repairs, but definitely they will be forced to do this. I can’t know what the consequences will be waiting for the player if, when performing any task due to damage to his vessel, he loses time to repair, but definitely the situation will not be the same ... in any case, this will force players to take additional actions ... and physical and mental actions, and any actions in the game are game actions - the gameplay. Make any changes to the mechanics of the game and this will lead to a new gameplay ... simplifying the mechanics will lead to a reduction in the necessary actions, and the complication to an increase. In the first case, the player will quickly reach the end of the content and the player will lose interest and simplification in the game, most likely, will result in a powerful ambitious project in the state of Tetris
Sylow, I mean it ...
 
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I can answer this one.

Have you noticed that you don't actually own your modules? You can buy them, you can engineer them, you can beat the ever loving crap out of them and no matter their condition, you can still sell them back to the station at the exact same price you bought them. Therefore, I imagine they simply strip off my engineering modification (which must be easy and modular, since it took the engineer only 1 second to apply), remove my damaged unit for repair at a later time, and slap in an identical unit, before replacing my engineering mod.

Ta da! :D

P.S. It will take me significantly longer to come up with a reason to instantly repair hull damage, but for now lets say....nanites...yes, nanites, the little bleeders scurry over everything puking up raw materials exactly where they're needed. The reason limpets take longer? Only so many nanites you can fit in a limpet. Stations are breeding them like tribbles :)
But this is not one click. Maybe a few seconds, but not instantly. And an interesting point, even when buying a module (especially in combat slots or additional ones) independently, this process takes time, + module replacement animation. Nanites are not engaged in the replacement of modules of war slots?)
 
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Sylow, I mean it ...

I am sooooooory! Of course there is the "gameplay" of "click the repair button first to save time". Awesome. That's what I do anyway. But really, that's all that is to your suggestion: add waiting time to the game, which of course only the most clever 2.8% of all players will be smart enough to shorten a bit by clicking the repair button first.

I just don't see any benefit to this suggestion. I see nothing in the whole thread yet, holding more substance than what I just added up again. If there's actually more please point it out. It might be just me, but waiting timers for the mere sake of waiting is not the most interesting gameplay around.
 
I am sooooooory! Of course there is the "gameplay" of "click the repair button first to save time". Awesome. That's what I do anyway. But really, that's all that is to your suggestion: add waiting time to the game, which of course only the most clever 2.8% of all players will be smart enough to shorten a bit by clicking the repair button first.

I just don't see any benefit to this suggestion. I see nothing in the whole thread yet, holding more substance than what I just added up again. If there's actually more please point it out. It might be just me, but waiting timers for the mere sake of waiting is not the most interesting gameplay around.
And I don’t say that it will become some kind of new, super game mechanics, but it will be more realistic, naturally, it will more closely match the technologies presented in the game and add a LITTLE of difficulties ... no more
 
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