Pilot Archive
Thread: Is /vrepairother supposed to permanently damage your components?
Shona
SheenaBrelya wrote:
It is probably 10% decay upon repair, just like you would get at any Station. What's to be surprised about?
Not a temporary amount of damage, as with a a droid command. An actual reduction in temp and permanent, with one use? I was the one that used it on another person, I expected maybe a temporary effect for myself, they were the one that was disabled.
It knocked my capacitor to -98, when it was at full armor/hit points.
Message Edited by JoahSaett on 06-30-2005 11:34 PM
/vrepair takes a healthy component and damages it to improve other damaged components that are worse off.
/vrepairother does the same thing but heals another ship instead.
I don't know what you're talking about temporary damage, armor doesn't heal itself like shields do. Droid overload commands permenantly damage the components as well.
It shouldn't surprise you that the damage it incurs will permenantly damage your components. Whenever something is damaged and you repair it it decays. Don't use it till you're an ace and you can go to deep space to repair without decay. Saved my butt if you use it correctly, but its not really saving that much trouble if you aren't an ace.
If you die, component takes damage, decay upon repair.
If you life, component takes damage, decay upon repair.
Use IFF Scramble or Emergency Shields instead. Of course that doesn't help the other person...
However there is a bug/feature:
If your damage is less than 10 points (or exactly 10 points works too), then repairing it at a space station does NOT cause the item to decay. 9 damage cause 0 decay, even though it "should" be 0.9. The moment you hit 11 points damage it decays for the full 1.1 points of damage it should.
The fact that most people regard the damage done by overloads as temporary is the fact that the overloads of tier 3 do less than 10 points damage, and can be fully repaired. However if you get just a few points additional damage (during fights, running a second overload without repairing, etc), and go over 10 points damage on the component, it will get the full decay.
I usually see /vrepair used if the engine is busted to get the ship flying again and crawl to Deep Space for complete decayless repair.
Coreena wrote:
Technically there is no thing as temporary or permanent damage. Theres simply damage.
However there is a bug/feature:
If your damage is less than 10 points (or exactly 10 points works too), then repairing it at a space station does NOT cause the item to decay. 9 damage cause 0 decay, even though it "should" be 0.9. The moment you hit 11 points damage it decays for the full 1.1 points of damage it should.
The fact that most people regard the damage done by overloads as temporary is the fact that the overloads of tier 3 do less than 10 points damage, and can be fully repaired. However if you get just a few points additional damage (during fights, running a second overload without repairing, etc), and go over 10 points damage on the component, it will get the full decay.
I usually see /vrepair used if the engine is busted to get the ship flying again and crawl to Deep Space for complete decayless repair.
Okay, what you just said really explains it well. Thanks. I never use droid commands over 3, so it is the under 10 points that can be fully repaired then. Cool.