One of my X3 scripts does in-the-field repairs.
It doesn't apply perfectly here but it's a different approach to what was suggested so far.
MARS drones launch automatically and you can watch them repair your ship.
(the only script that actually makes a show of it - all other repair scripts just add hull points =)
They only repair a large part of the damage, though.
The "max repair %" changes as you take damage.
Don't remember the exact % but let's say they repair 90% of the damage taken.
You start with 6000 hull points.
You take a hit for 500 so you're at 5500.
90% of the 500 can be repaired but the remaining 50 points will not. The drones will only repair your ship up to 5950 max.
Take another hit for 1200 and your max repair value drops to 5830. (6000 - 50 - 120)
Oh, your ship is several times as strong in the long run... but you will start feeling the damage add up. Eventually you meet the limits of duct tape.
If you repair your ship in a yard (or manually with your personal repair laser), the script detects the hull points going back up above "it's" max repair value and records that as the new max value so the game can start over.
This system allows me to work with a high repair % so the system as a whole is perceived as Very Useful™.
At the same time it does not give you infinite and perfect repairs.
It's really a pretty lean feature. Only needs to record 1 number per ship (or 1 per tracked system in LT) and the only extra effort is a division and a subtraction on the "take damage" event.
Post
Sat Sep 21, 2013 8:02 pm
#16
Re: Some thoughts about damage and repair
There is no "I" in Tea. That would be gross.