Shipwright Archive
Thread: Repairs Player repairs vs. Starbase repairs.
I think it would be reasonable if player made repairs only caused 5% loss of armor rating of the amount repaired instead of the 10% caused by both player made and starbase repairs. It would stimulate sales of the kits which are really quite a hassle to deal with if you are not flying a multiplayer ship and provide a source of revenue for shipwrights that is recurring. THe cost of repairs at a base is really insignificant when you get right down to it so there is no reason to inconvenience yourself by landing to do repairs.
Scythe wrote:
Maybe it's me, but I do notice slightly less decay when I repair my ship as opposed to the station. But before shipwrights get a repair mod, WS's and AS's should.
Where do you see him asking for a SW repair mod, did you even read the post?
I think the original poster has a great idea...
Dextrix wrote:
Scythe wrote:
Maybe it's me, but I do notice slightly less decay when I repair my ship as opposed to the station. But before shipwrights get a repair mod, WS's and AS's should.
Where do you see him asking for a SW repair mod, did you even read the post?
I think the original poster has a great idea...
I use them on a regular basis, but only the general purpose ones. The SW Repair kits are too much of a hassle.
Maybe, if there was a bonus to SW repair kits compared to Artisan ones, I would bother to use those.
Regards
Niacia
- General artisan repair kits 5% decay
- Specilised Shipwright repair kits 2-3% decay
- In Flight Repairs 10%
I think that would work Great.
You would have the people getting the Artisan ones because they dont have the INV space to have the specilised ones and the lazy ones will just repair in space ![]()
Ibixat wrote:
I was just thinking earlier today that player made repairs done with repair kits should do less damage to your ship's components than starbase repairs. It's kind of frustrating when you consider the number of kits you need, having to land instead of staying in flight, the "Cost" in inventory for storing the kits etc.
I think it would be reasonable if player made repairs only caused 5% loss of armor rating of the amount repaired instead of the 10% caused by both player made and starbase repairs. It would stimulate sales of the kits which are really quite a hassle to deal with if you are not flying a multiplayer ship and provide a source of revenue for shipwrights that is recurring. THe cost of repairs at a base is really insignificant when you get right down to it so there is no reason to inconvenience yourself by landing to do repairs.
I think this is a brilliant idea!
I certainly don't want some underpaid station grease monkey touching MY engines!
It seems a station should only be able to do just enough repair to get you going in a pinch, then the 10% decay should apply. While using you're own "skills" (who should be the best person to fix his ship? the pilot!) and repair kits should be a lesser decay rate. This will not only promote sales of repair kits, but also stimulate pilots and shipwrights hanging about starports, tweaking ships.
I don't ever remember Han letting someone else fix the Falcon other than chewie and himself WHILE on the tarmac, like on hoth (and before you say it, droids don't count, and Leia was helpingHan with repairs under his direction...)
I also wouldn't be opposed to SW's repairing a ship for you, will yeild an even lesser decay, if only 1 point or 2. This will make pilots keep in contact with their favorite SW's. SW's can care for the ships they built beyond just being a merchant. And, having an onboard SW in a space battle will be an incredible asset to any crew!
Baz Pseudopod