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Posted by: UnLimiTeD
« on: May 06, 2011, 05:13:50 AM »

It wouldn't be overpowered. Military hangars can repair armor damage already.
It's the cost of the actual repair that makes it more economic to send ships home.

A civilian Repair Hangar would be more akin to a swimming Dry Dock than an Aircraft carrier, like a small towable Shipyard.
As such it would obviously need to be reasonable expensive, and unable to properly rearm docked Ships. "Real world" analogies don't scale here, it can take months to get a fleet back to a maintenance facility, so instead of running around with a dozen freighters to drop a repair outpost after a battle, or 50 Maintenance ships, why not use a real Hangar?
It's be significantly more expensive after all, using spares instead of resources, but it drops the micromanagament quite a bit.
Posted by: Yonder
« on: May 04, 2011, 01:22:40 PM »

It opens a few build options up for very long endurance missions. A completely reasonable example would be a large civilian survey vessel with an attachment of escort fighters. Sure if there is ever actually a fight it has to go home for repairs, it's not a mobile combat carrier, but until there is a fight that survey vessel can travel along without any maintenance concerns for it's military escorts.

It would also help in ways that wouldn't come up often in normal gameplay, but could in specific fluff settings, like Motherships or migrant civilizations. Currently the entire fleet has to set up shop on some asteroid every couple of years for overhauls, with non-repairing civilian hangars you would be able to travel without increasing the maintenance clock, but rolling back the clocks after battle, or repairing armor damage after battle, would require mooring and repair.

In real life even military maintenance facilities, like on an aircraft carrier, can only maintain normal wear and tear on their aircraft, repairing actual battle damage to the airframe is out of the question. I think that having civilian hangars that can repair battle damage would be overpowered and thematically out of place.
Posted by: UnLimiTeD
« on: May 03, 2011, 05:05:34 PM »

But building a civilian hangar bay without that capability would.
I mean, it's essentially a slightly more resource efficient damage control.
Why tug a huge hanger around with you if that space would be better spent on freighters with maintenance spares?
I don't believe that military personal is in any way better at repairing armor, just like they are not better at engineering.
They are better at fighting, but a mobile Hangar doesn't need to do that.
Posted by: Yonder
« on: May 03, 2011, 12:45:53 PM »

In Aurora, Armor = Hull.   As a civilian ship captain, I wouldn't be very impressed with a repair bay that couldn't patch basic holes in the hull of my ship.   

That's not entirely accurate. After a fight in which a ship has his hull breached and components damaged, once the components are repaired he's basically as good as new. He still has his armor breached, but there is no longer atmosphere streaming out, the crew aren't in danger, etc. The hull is patched for all (non-nebula) civilian purposes.

The armor still has holes, which is an issue if you have to undergo enemy fire again, but that is most definitely a military issue, not a civilian one.

Enemy military actions are the only thing that can put holes in armor, so I don't think that requiring a military system to repair those holes is weird.
Posted by: Narmio
« on: May 01, 2011, 08:11:26 PM »

If populations were decoupled from celestial objects then you wouldn't need a big civilian hangar bay that could repair and maintain large ships - you could use a lot of smaller ships with maintenance modules.  Presumably you stop the fleet and enact a "Conduct Maintenance" order and your repair ships would buzz about doing their thing on whatever was in their TG. Moving the TG or giving it another order would stop them working. I suppose if you had the minerals available you could even do deep-space overhauls at that point.
Posted by: Mel Vixen
« on: May 01, 2011, 12:16:25 PM »

Why not a own Techline for repair-speed? You could incooperate the Amor-levels in that line.
Posted by: Brian Neumann
« on: April 30, 2011, 04:34:08 PM »

Maybe higher levels of armor need to be designated as military, i.e. 1 armor = Civilian, 2+ armor = military. And can be repaired with the appropriate facilities.
The problem with this is that civilian ships need higher levels of armour when in nebula's.  An alternate idea might be a sliding scale of points of armour depending on tech levels could be civilian.  Say every two levels of armour reasearch would raise the amount that a civilian ship could have by 1 level.  This would work out to be up to 7 levels of armour at high tech which is enough for most nebula's speed limitations.

Brian
Posted by: Erik L
« on: April 30, 2011, 04:28:44 PM »

In Aurora, Armor = Hull.   As a civilian ship captain, I wouldn't be very impressed with a repair bay that couldn't patch basic holes in the hull of my ship.   

Maybe higher levels of armor need to be designated as military, i.e. 1 armor = Civilian, 2+ armor = military. And can be repaired with the appropriate facilities.
Posted by: LtWarhound
« on: April 30, 2011, 04:21:34 PM »

Quote from: Yonder link=topic=2900. msg34317#msg34317 date=1304023279
I have long wanted a commercial hangar bay (that would stop the maintenance clock of ships in it from progressing) for a small size penalty, but I don't think that a commercial bay should be able to actually make repairs, especially to armor.  That definitely seems like something that would stay within the scope of the military.

In Aurora, Armor = Hull.   As a civilian ship captain, I wouldn't be very impressed with a repair bay that couldn't patch basic holes in the hull of my ship.   
Posted by: Yonder
« on: April 28, 2011, 03:41:19 PM »

I have long wanted a commercial hangar bay (that would stop the maintenance clock of ships in it from progressing) for a small size penalty, but I don't think that a commercial bay should be able to actually make repairs, especially to armor. That definitely seems like something that would stay within the scope of the military.
Posted by: voknaar
« on: April 26, 2011, 09:34:28 PM »

Now we just need a HUGE commercial Hangar.
Say, 100 HS for 50 HS space?
Half repair speed? Lower costs? ^^ ;D ;D ;D

Agreed a dedicated commerical repair bay. Which can't hold ships on a perminant basis nor benifit from officer's fighter ops skills.
Posted by: UnLimiTeD
« on: April 26, 2011, 06:29:04 AM »

Now we just need a HUGE commercial Hangar.
Say, 100 HS for 50 HS space?
Half repair speed? Lower costs? ^^ ;D ;D ;D
Posted by: Charlie Beeler
« on: April 22, 2011, 07:16:13 AM »

Wait so does this mean if you build a carrier with large enough hanger space to fit your battle ships it could then repair its armor/damage in the field? Or is it only for fighters and FAC?

Yes, this means you can now build MFRD's.  (Mobile Fleet Repair Dock)
Posted by: Ziusudra
« on: April 21, 2011, 10:27:16 PM »

I have added armour repair for ships/FAC/fighters in hangar bays for v5.30. ...

As well as being used for fighters and FAC, this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship ...

Steve
It seems to clear to me that any ship that will fit can be repaired. Assuming you have the maintenance supplies.
Posted by: voknaar
« on: April 21, 2011, 10:09:28 PM »

this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship out on the frontier. I'll add a flag to disable automated armour repair of parasites for those situations where maintenance supplies are scarce.

Steve

Wait so does this mean if you build a carrier with large enough hanger space to fit your battle ships it could then repair its armor/damage in the field? Or is it only for fighters and FAC?