1) You perform a quick-and-dirty repair on the fly (might be dependent on your own repair skill if such a RPG like skill-tree is to be part of the game). This can get a malfunctioning component functioning again, but with a considerable reduction in maximum hit-points. If anyone remembers the original Diablo, the same thing happened if you tried to repair your equipment yourself. Over time a piece of equipment that has been constantly repaired in this way will be rendered unusable, so low will it's maximum hit-points be.
2) You wait till you're in a station or planetside and then repair it yourself, you still reduce the maximum-hit-points but not nearly as much.
3) You go to a cheap and unlicenced repair-shop. In more lawless systems this will usually be the only kind. It costs money but won't reduce the maximum hit-points by as much as doing it yourself (even in station) However the exact efficiency of the repairers will vary and being unlicenced, unless you're in good with the pirate clan running that location they may have a tendency to strip valuable components out of your ship and replace them with defective knock-offs. This could promote strategies of seeking out and asking around to find the best back-street repair-shop, or having to travel into controlled space despite the fact the police there are looking for you, just to find a good repair-shop.
4) You go to a licenced repair-shop. These places have standards, won't rip you off and you can see how good they are before you go in. They are more expensive but the best ones can repair a component at no reduction to maximum hit-points and the very best ones can restore a component to it's original maximum hit-points (very expensive, but if a component has rare qualities and can't be easily replaced it might be worth it).
carlisle wrote:1) You perform a quick-and-dirty repair on the fly (might be dependent on your own repair skill if such a RPG like skill-tree is to be part of the game). This can get a malfunctioning component functioning again, but with a considerable reduction in maximum hit-points. If anyone remembers the original Diablo, the same thing happened if you tried to repair your equipment yourself. Over time a piece of equipment that has been constantly repaired in this way will be rendered unusable, so low will it's maximum hit-points be.
Hardenberg wrote:I do like Gazz' idea of varying grades of field repair systems - ranging from the high-tech equivalent of a box of duct tape to that of an inflatable scottish engineer crew which can fix your ship in 15 minutes flat (or so they claim, and are actually done after seven). Moving complete overhauls and retrofits to stations is fine with me - but in return, give me a quick and reliable of getting my ships repaired which is NOT based on a random generator or trial-and-error or involving a backtrack across half the universe.
And to reiterate Gazz: Fiddling with single modules ceases to be fun roughly after the third ship. You'll want a quicker and more robust way of getting a small fleet outfitted, repaired and manned.
JoshParnell wrote: We can actually examine the ramifications across the board, not just with respect to repair. For fitting: suppose that we can fit a higher-level piece of equipment to a lower-level hardpoint, but at the cost of exponentially-decaying performance (perhaps even the risk of equipment breakage). For construction: suppose that we can build a higher-level piece of equipment with a lower-level construction module, but perhaps at the cost of an exponential time penalty, perhaps even a higher resource cost or a chance of producing broken or defective equipment. Finally, for repair, suppose that we can repair a higher-level piece of equipment with a lower-level repair module, but with the restriction that we cannot repair to 100%.
Gazz wrote:Any legal or research limitations would only be placed on the equipment itself.
Gazz wrote:Since repair time will be a balancing factor for ship-based systems, it could easily be extended to stationary ones.
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