After Battle Repairs

Shipyards should have a "Repair" feature

I finally had my first battle.  (Yes, I'm a very slow player; as I micro manage a lot: blame it on OCD if you wish).

Anyway, my Survey ship survived  the pirates (even though it was three to one) and made its way back to a shipyard for repairs...  ...Except, there is no option to repair my ship!

Really?!!! 

14,708 views 29 replies
Reply #1 Top

Ships repair overtime, there is no quick repair option at this point.

Reply #2 Top

Can also repair if you send to a planet, but again takes time - would be nice to have a specific starbase module.

 

Reply #3 Top

Repairing is very slow...and worse if you make a custom and make that trait even worse!!  I had a big fight with pirates and my ship won it with 1hp...at 1hp/turn back it took 63 turns to be fully healed..ok well 62.  I docked it at a planet and the shipyard, it all healed the same.  This is something they will need to work on.

Reply #4 Top

I think they heal just as fast on the move, but you would have to go manual and avoid the ship graveyards.

Reply #5 Top

It would be nice if the ships got more HP back when they are docked in shipyards, maybe 2 or 3 HP/turn.

A military starbase should also be able to repair ships in range, maybe with a repair drone hanger once you unlock hull repair systems.

Reply #6 Top

I know there is repair stuff in the tech trees.  Also, my ship heals pretty good just moving.  I think on my custom race I had picked slow repair so thats why they took so long...haha.

Reply #7 Top

I'm playing a custom race with poor repair rate and dense ships. I thought that the extra space the dense ships attribute gives would even out the poor repair rate attribute. That is, avoid damage with extra defence modules so I don't need to repair after battle.

Turns out that's a horrible idea.

My armed survey ship (16,0,0 attack, 6-6-6 defence, 189 hp) only just survived taking out a pirate base (3,3,3 attack, 3,3,3 defence) with a single hit point left. So then it heals at the rate of 1hp/turn. Total estimated time to repair? 188 turns! Time to build the same ship again? 2 turns.

So repair is useless for me. It just makes sense to rebuild the ship and decommission the damaged one.

It would be nice if starbases could repair ships at the same rate they build. It would make ships feel less like disposable canon fodder. Especially survey ships which gain bonuses over time.

 

 

Reply #8 Top

I think the idea of accelerated repairs is a good one. It would be nice to be able to park damaged ships in orbit over a planet (or at a starport) and apply planetary productivity toward repairs (much in the same way that military/civic production is decided). If one has to consider productivity (and potentially even the trade off between making a new ship vs repairing one) some interesting game play seems to open up. It's probably an unrealistic thing to hope for in the current system but it would be cool. Barring that I suppose accelerated repair planetary/starbase structures might be in order.

 

That being said, I'm not a fan of instant repair buttons. It's kind of unrealistic for a fleet to just pop back up to max HP from nearly dead right after a fight. I enjoy the fact that heavily damaged ships feel diminished instead of just checking to see if I have the money to fix them next turn.

 

 

Reply #9 Top

FAST REPAIR (like GC2)

Did you know that upgrading a ship fully restores HPs?

Make a minor change to the ships design (minimize upgrade cost) ... Upgrade ... 1 turn .. full HP

Reply #10 Top

Why even make a change, just make an identical ship and upgrade...  ;)

 

Is upgrading a set feature because it has some severe abuses right now.. like producing barebone ships and then just upgrade them... breaking the game mechanics like that is not very fun. Sure you can just force yourself to not doing it but upgrading ships seems like abusive play in any regard. Upgrading should need to go back to a shipyard and do the actual upgrade, anything else is just asking for abuse as is right now... or!?!

Reply #11 Top

Quoting JorgenCAB, reply 10

Upgrading should need to go back to a shipyard and do the actual upgrade,
End of JorgenCAB's quote

Totally agree this makes the most logical sense .... I would hate it though

Reply #12 Top

Just using money is simple but not so elegant in my opinion...

Reply #13 Top

I think ships should be able to "fortify", like units in Civilization can, which speeds up their healing. Maybe takes 8 to 10 turns where they cannot move/are docked at a starport to repair. In that time, they are sitting ducks with reduced weapon/defense maybe, or it should only be done near a starbase. However, I think there should be a faster way of repairing without spending money. Would make the game better IMO. Same for upgrades. I do not constantly use my shipyards but shut them down often. In that time, maintainence could be done, autoupgrading existing ships over several rounds.

Reply #14 Top

What I tend to do is if 1 ship in a fleet is damaged (Badly like 10/60 HP left) I eject it from the fleet and send it to the nearest planet and/or shipyard and it tends to repair faster than leaving it in the fleet and I grab a fully repaired or new ship from the shipyards/planets and send it to join the fleet in question.It just means a small delay but I can field fully functional fleets virtually all the time which helps when taking on starbases.

Reply #15 Top

I haven't even tried repairing a ship in months. As far as I know, ships repair at 1 point per turn no matter where you send them. In GC2 you could put them in a planet's orbit and they would repair at (I think) 6 points per turn.

Does anyone know for certain if putting a ship in orbit makes it repair faster, and if so, how much per turn?

 

1 point per turn is just ridiculous - major damage to a big ship is unrepairable because it soaks you for maintenance for 50+ turns while being pretty much unusable.

Reply #16 Top

I have a mod written for this, though it would be nice to have built into the game.  It is a military starbase module which slightly improves repair rate within its area of effect. 

 

Once release is out, hopefully the steam workshop will be up and running and we can easily share the things that have been created to make up for some of these kinds of deficiencies. 

Reply #17 Top

Quoting Dumhed, reply 16

I have a mod written for this, though it would be nice to have built into the game.  It is a military starbase module which slightly improves repair rate within its area of effect. 

 

Once release is out, hopefully the steam workshop will be up and running and we can easily share the things that have been created to make up for some of these kinds of deficiencies. 
End of Dumhed's quote

Workshop will come in the first (major) patch after release.

Reply #18 Top

What you should add to your mod is a ship component - quite large - that gives a repair bonus within a few hexes. That way I can build fleet repair ships. :grin:

Reply #19 Top

I thought of this aswell. There should be faster variant of a single ship repair if you "lock it down" like in Civilization, and starbase modules (e.g. for military starbases) to increase repair. And a module to create "fleet repair ships", "Mobile Tender" sort of thing. This will add an additional level of strategy to the game.

Reply #20 Top

I like the general thrust of this thread, would be an excellent inclusion in next patch for a trial before release.

Reply #21 Top

I've unlocked the technical support ships which supposedly repair ships but the problem is their fecking unarmed! :omg:

Reply #22 Top

The solution is to pay for it. Your repair per turn is working as intended. If you want or need your ship repaired NOW you have to pay for the Engineers to fly out to your ships and repair the paying hazard pay, Holiday Pay and triple time. .

 

in other words...

 

Upgrade your damaged ship to itself and pay the 85 or so credits..viola fixed ship...

Reply #23 Top

I am guessing no one plays the Iconian or a custom race with their tech tree. Pick up healing hulls and you never have to worry about your survey ship's hps again. Late game you can get living ships to boost healing even more, along with no ship maintenance. 

Reply #24 Top

  Makes anomaly pirates a pain, as it is 40-50 turns until you can send your starting survey ship into another one, and I've found you need 2 mediums, one with the survey array, to effectively plow troung ship graveyards safely.

 

Reply #25 Top

Quoting ArakisKhan, reply 23

I am guessing no one plays the Iconian or a custom race with their tech tree. Pick up healing hulls and you never have to worry about your survey ship's hps again. Late game you can get living ships to boost healing even more, along with no ship maintenance. 
End of ArakisKhan's quote

I would argue that race with suped up healing does not make the base system correct.