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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#31
superspace wrote:
Cornflakes_91 wrote:Sasha:
"Sir! The brdge tower is gone!"
"No panic, damage control will fix it"
:lol:
sagas idea goes into hardpoint repair mechanics. Especially for larger ships. Say your aggressor has the ability to target a hard point on your ship; it could be your engines, your left cannon or even your auxiliary power? You can have a ship command to repair a specific hard point in the ship to make it functional again, but not 100 percent. I like that idea :). It kind of reminds me of battle stations pacific or startrek games. A logistics ship if necessary can also pinpoint on a hard point and repair it with drones.

make an attempt to post a meaningful reply: "check"
Perhaps World Of Tanks style?

The field-repaired engine does not yield 100% performance, you need to stop at a repair dock for that. The field-repaired turret has its rotation speed impaired, the field-repaired cannon is less accurate and so on...

Edit:
For extremely large ships that cannot dock at most stations, maybe allow them to carry a "repair dock unit" that can do a 100% self repair. Otherwise, operating such ships may be a major PITA ;) .
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#32
sasha:
well, there is the difference between space and sea.
Ith enough redundancy and compartmentalisation a spaceship can continue fighting even when split in half, as you cannot lose combat capability by sinking.
So threre would be no immediate reason to abandon ship when under attack, as your chances of survival (and victory) are higher when you stay on your ship with its larger life support systems and higher delta v reserves
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#33
Rabiator wrote:
The field-repaired engine does not yield 100% performance, you need to stop at a repair dock for that. The field-repaired turret has its rotation speed impaired, the field-repaired cannon is less accurate and so on...

Edit:
For extremely large ships that cannot dock at most stations, maybe allow them to carry a "repair dock unit" that can do a 100% self repair. Otherwise, operating such ships may be a major PITA ;) .
With repair drones there is no fundamental problem, they should just take time to make significant repairs.
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#34
I really don't like the idea of external repairs in combat. For one, well, its a magic beam that reformulates hulls, which just doesn't sit all that well.. That sounds like it would also be a magic death beam against an enemy ship, and a magic construction beam that builds stuff, etc. For two.. Repair is the entire point of the crew. Thats why naval ships have 500 crewmen, when a similar sized commercial ship has 20 or 50. Damage control and repairs.


My personal favorite for repairs has to be Nexus: The Jupiter Incident. Each ship had a damage control screen where you could dictate repair priorities for subsystems. Ships had a total max repair rate, then each component had its own personal max repair rate, so you couldn't just throw all repair abilities at a single subsystem. Sort of a 'too many cooks spoil the broth' type of thinking, I guess.

Anyway, during a battle the enemies will be bashing your ship, and some systems will go down, and you have to triage, delegating your limited pool of repairs to components in order to bring them back up.


TL;DR: Nexus: TJI is awesome. Go play it.
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#35
CutterJohn wrote: My personal favorite for repairs has to be Nexus: The Jupiter Incident. Each ship had a damage control screen where you could dictate repair priorities for subsystems. Ships had a total max repair rate, then each component had its own personal max repair rate, so you couldn't just throw all repair abilities at a single subsystem. Sort of a 'too many cooks spoil the broth' type of thinking, I guess.

Anyway, during a battle the enemies will be bashing your ship, and some systems will go down, and you have to triage, delegating your limited pool of repairs to components in order to bring them back up.
This is all quite similar to what I had in mind with the nanobot thing.
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#36
CutterJohn wrote:I really don't like the idea of external repairs in combat. For one, well, its a magic beam that reformulates hulls, which just doesn't sit all that well.. That sounds like it would also be a magic death beam against an enemy ship, and a magic construction beam that builds stuff, etc. For two.. Repair is the entire point of the crew. Thats why naval ships have 500 crewmen, when a similar sized commercial ship has 20 or 50. Damage control and repairs.
One: Transfer units.
Two: Let me remind you how good we are at working in space: totally horrible. And it's more like trying to repair an airplane in flight than a ship. Except for the H-drive. Also, specialised repair drones would be superior to any human.
In space, no one will hear you scream. #262626
I've never played a space sim. Ever.
Vos estis tan limes.
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#37
Behemoth wrote:
CutterJohn wrote:I really don't like the idea of external repairs in combat. For one, well, its a magic beam that reformulates hulls, which just doesn't sit all that well.. That sounds like it would also be a magic death beam against an enemy ship, and a magic construction beam that builds stuff, etc. For two.. Repair is the entire point of the crew. Thats why naval ships have 500 crewmen, when a similar sized commercial ship has 20 or 50. Damage control and repairs.
One: Transfer units.
Two: Let me remind you how good we are at working in space: totally horrible. And it's more like trying to repair an airplane in flight than a ship. Except for the H-drive. Also, specialized repair drones would be superior to any human.
Transfer units are close to that magic beam, but perhaps not quite there.

What Josh has shown us is that they can draw ore from an asteroid and put it in the cargo hold. What he has not said is in which state the ore arrives. Perhaps it is in little pebbles that need further processing to become useful?

The other extreme would be a cross of Star Trek transporter and replicator. Capable of beaming fully completed spare parts into place.

Personally, I'd prefer a less "magic" approach where repairs require materials and specialized equipment. Except maybe for some essential systems where repairs are always possible, as suggested in the "Some thoughts about damage and repair" thread.
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#38
Behemoth wrote:
CutterJohn wrote:I really don't like the idea of external repairs in combat. For one, well, its a magic beam that reformulates hulls, which just doesn't sit all that well.. That sounds like it would also be a magic death beam against an enemy ship, and a magic construction beam that builds stuff, etc. For two.. Repair is the entire point of the crew. Thats why naval ships have 500 crewmen, when a similar sized commercial ship has 20 or 50. Damage control and repairs.
One: Transfer units.
Two: Let me remind you how good we are at working in space: totally horrible. And it's more like trying to repair an airplane in flight than a ship. Except for the H-drive. Also, specialised repair drones would be superior to any human.
One: Define 'transfer unit'.

Two: Its nothing at all like repairing an airplane in flight. There is no atmosphere.

And tbh, its not so much repairs as it is bypassing/rerouting systems, or bring backups online, or reconfiguring systems to do something they ordinarily aren't meant to to fill some capacity. Repairs are hard, and they take lots of time. During a battle really isn't a time to be fixing stuff, its a time to be preventing the ship from dying.

I trained extensively to deal with battle damage on a ship, and in none of my instruction were 'repairs' mentioned. It simply wasn't possible or feasible. What *was* possible was isolating damaged systems and cajoling the ship to function without them, or with backups. To minimize the effect of lost systems and damage on the ships operation.

That is what 'repairs' during combat are. You're not plugging in a brand new turbine generator set. Your bringing the diesels online to cover the loss of generating capacity, and plugging holes in the hull or putting out fires to prevent loss of further equipment. You're bypassing that safety switch that would normally shut things down so that you can continue operating.


Also, if repair drones are superior to human technicians, then combat drones are superior to humans. I personally am fine with that. If I'm a command AI bossing my repair drones around, thats cool. Its a largely irrelevant distinction though.. Drone or human, its still a crew.
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#39
@CutterJohn:

One: Transfer units are beams transferring stuff from A to B. They can be used in mining, construction, repair and moving stuff to and from your cargo hold. Mentioned in the dev logs.

Two: First, I was thinking of external repairs and acceleration with my airplane analogy. You can't just climb out to fix something, when the something is busy dodging stuff. I don't know how fast big navy ships are at accelerating, but I would guess nowhere near as fast as similarly sized spaceship

Second, thanks for explaining.
In space, no one will hear you scream. #262626
I've never played a space sim. Ever.
Vos estis tan limes.
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#40
McDuff wrote:Patching up a ship to keep it operational is one thing (although one would suspect this capability is more limited in smaller fighters).

Repairing it back up to factory specs is something else entirely.

And let's not forget the words of master mechanic Kaylee "sometimes things get broke can't be fixed."

From a pure gameplay perspective, "repair" is essentially HP regen. This needs to be costly and difficult because otherwise nobody will ever win a fight. If HP regen per second is cheaper than DPS, all ships become indestructible.

I'd suggest that, whatever R2D2 droids, repair drones, nanobots or handwavium is used, they use materials to fix the ship. I'd also suggest that if something like a turret gets blown off, it can't just get rebuilt in space.

Redundancy is a good strategy. Magically having the ability to regrow the bridge spoils that :P
I like these suggestions. :-D
I'm a fan of FPS Games, Space Sim Games, Strategy Games, and RTS Games. Check out my Planetary Annihilation website, PA Matches.
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Re: Logistics – Repairing in Combat with Dedicated Repair Sh

#41
erm i have a question :ghost:

apperently we want to repair ships with repair ships.
Im a player having a nice carrier or whatever and about 20 ships following me, then i get attacked. So i have this battle going and my fellow ships take dmg.
What now?

Will the repair ship charge into the enemy repairing my ship? Will it throw out hundreds of drones that travel trough the battlefield to repair? Can i set a total % hp when a ship of mine is damaged so it disengages and goes to the repairships? Will it bravely fight to the death and only the lucky ships get repaired?

Also disabled/blown off engines
will they work after some time again? so the Ship is able to move or will it be drifting dead in space? Could other ships save them if so? (you know a rope a hook :lol: )

(Are there treads about combat Ai already? just found the dev logs where josh was surprised about the ai trying to attack his station)
More people want exploding kittens than exploding ships. Somehow, this makes me happy.
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