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About Armor damage, retreat and repair

 
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About Armor damage, retreat and repair - 1/4/2014 9:57:15 PM   
Franky007


Posts: 133
Joined: 3/10/2005
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It is my understanding that a ship with damaged armor (no other damage), will always try to escape and repair.
It will retreat (with Shield full) even if set to retreat when at 20% shield or lower for example.

Would it be better if armor was a special component, that is not treated like damage?
This way a Capital ship lightly damaged in a heated battle would stay at the front...

< Message edited by Francoy -- 1/5/2014 2:45:18 AM >
Post #: 1
RE: About Armor damage, retreat and repair - 1/5/2014 7:12:14 AM   
Canute0

 

Posts: 616
Joined: 4/30/2010
From: Germany
Status: offline
Yep the game is missing a retreat option about armor since some weapons systems can bypass shields now. but i think that feature is allready on the wishlist.

But you can use this thing for your own.
Put weapons that bypass shield on your mining stations (maybe construction ships too) so they damage attackers.
You don't destroy these attackers but the damaged attacker don't harm the station anymore and head back for repairs.


(in reply to Franky007)
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RE: About Armor damage, retreat and repair - 1/5/2014 8:50:00 AM   
Sithuk

 

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Joined: 12/17/2010
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I have recently had a deployed re-supply ship experience a single armour damage, and the AI send it back to base to repair. Mildly annoying when I tried to find it to re-fuel a battlegroup deep in enemy territory.

I agree that something is required to change the way retreat and repair is assessed now that some weapon types directly bypass shields. The code change is unlikely to be straight forward due to the potential presence of a repairbot component.

< Message edited by Sithuk -- 1/5/2014 9:55:04 AM >

(in reply to Canute0)
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RE: About Armor damage, retreat and repair - 1/5/2014 10:46:42 AM   
Tcby


Posts: 342
Joined: 12/16/2013
From: Australia
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I would appreciate some help from the developers on this too. It has a rather large impact on the game.

(in reply to Sithuk)
Post #: 4
RE: About Armor damage, retreat and repair - 1/5/2014 11:22:35 AM   
Sithuk

 

Posts: 431
Joined: 12/17/2010
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How about a basic level repairbot at tech level 0? All default ships/bases design templates have one.

The player then doesn't have to worry about the extra micromanagement of ships moving back and forward for repair, or the frustration of having an AI controlled player fleet leave a system patrol to repair a few components leaving the system unprotected against pirates with a new spaceport under construction.

The base game dynamics should be unaffected provided the time to repair a component is sufficiently long to not have a significant impact on combat.

(in reply to Tcby)
Post #: 5
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