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Damage Control/Repair Components

 
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Damage Control/Repair Components - 1/8/2011 5:54:46 PM   
Tacit_Exit


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Does anyone know how the repair works on these components?

Is it supposed to repair everything eventually? I watched a damaged (12) destroyer for about a minute and only saw 1 component fixed. Not sure how this fits with the 'X seconds' in the component description.
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RE: Damage Control/Repair Components - 1/8/2011 6:14:05 PM   
Data


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did not test this yet but from the galactopedia it should do so eventually, yes

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RE: Damage Control/Repair Components - 1/8/2011 10:03:02 PM   
caerr

 

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I tested this with the 3 sec repair component and it did indeed repair multiple components in 3 second intervals.

Was this in combat? Maybe the repair bot got destroyed. Or the reactor was gone along with energy?

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RE: Damage Control/Repair Components - 1/8/2011 10:20:51 PM   
Data


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since one component got fixed i think the bot was not destroyed but very good observation on the reactor energy, caerr
the dependencies among many factors make this game so enjoyably complex, that's why i'm still surprised when i see shield recharge rates not counting against the energy as other components. But as the shields do not even have a static energy requirement I think this is WAD

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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RE: Damage Control/Repair Components - 1/8/2011 10:25:06 PM   
Data


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don't want to hijack the thread but i've just doublechecked and no technology that is reserched in the energy compartment has static energy consumtion altough on the energy section in the design screen we do see the hyperdrive having energy requirements

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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RE: Damage Control/Repair Components - 1/8/2011 11:58:48 PM   
BigWolfChris


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quote:

ORIGINAL: Data

since one component got fixed i think the bot was not destroyed but very good observation on the reactor energy, caerr
the dependencies among many factors make this game so enjoyably complex, that's why i'm still surprised when i see shield recharge rates not counting against the energy as other components. But as the shields do not even have a static energy requirement I think this is WAD


Actually, energy is required for shield regeneration, we just aren't told how much (might just require there to be some surplus energy )

< Message edited by BigWolf -- 1/9/2011 12:00:44 AM >


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RE: Damage Control/Repair Components - 1/9/2011 12:00:33 AM   
BigWolfChris


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quote:

ORIGINAL: Data

don't want to hijack the thread but i've just doublechecked and no technology that is reserched in the energy compartment has static energy consumtion altough on the energy section in the design screen we do see the hyperdrive having energy requirements


Static energy is what is drained all the time
If the component displays "Energy", but without static, it for when such component is actually in use

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RE: Damage Control/Repair Components - 1/9/2011 7:39:14 AM   
Data


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good observations, BigWolf
if that is the case with shields we can test using more weapons and faster engines to see what's left for the shileds (or leave nothing for the shields, make the ship underpowered) will think on how to set this up
i think making the shields energy requirements clear on the designs screen is also on the wishlist so it will be implemented at some point

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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