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Darayavahus

Rig / Hull - Diminishing Repairs

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First of all 'Battle Instance' repairs should be limited, there are a lot comments on this issue, mostly because ships can repair all the time (every 10 minutes).

I would propose a mechanic that would instantly remove the issue and add 'realistic' touch during battles:
1. Ship can repair all the time, either Rig or Hull (can't do both at a time) - Crew picks toolboxes instead of loading guns or tackling sails
2. Rig / Hull repairs are consumed every minute - As much crew repairs they consumes materials
3. Repair process requires crew (like now), but crew has higher chance of being hit by shots by a fixed value - Crew being outside of battle stations
4. % of Hull repair limited to 50% of current damage (plus modules/knowledge): - Ships hull can be properly repaired out of battle or in port
5. % of Rig repair limited to 75% of current damage (plus modules/knowledge) - Ships sails or rigs are easier to access and repair than parts of the ship under water

For example if a ship has 5000 side Armor... goes down to 0... starts repair... it takes 10 repairs (250 each) in 10 minutes to repair to 2500 (50% - see point 4 above) - at this point ship cannot be repaired no more until getting more damage to this side of Armor... If it goes down to 0 again, it could be repaired up to 1250... After that to 625... 313... It is always 50% of current unrepaired damage (till the limit)

This mechanic would:
- prevent ships from repairing to full, brand new out of shipyard state all the time (in battle instance)
- make ships with higher armor/sail HP more important in PvP / RvR
- make ships made of Fir/Fir with stacked speed upgrades/knowledge less favourable in PvP / RvR
- make armor/structure/repair upgrades/knowledge more favourable in PvP / RvR

Edited by Darayavahus

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Make it easier to the devs.

-Limited repairs (2 each) or Increase CD to 15mins.

-Each Rigs repairs:

25% sails but only a 12,5% if a mast has fallen. This way chaining will have less effect than dismast in the long term. 

It is realistic assuming it was easier to repair some sails than an entire mast in the middle of a battle.

-When you make repairs you cant go full sails and you suffer more crew damage.

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How about...

You can only repair structure damage and sail damage, not armor or masts. 

 

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7 minutes ago, Hodo said:

How about...

You can only repair structure damage and sail damage, not armor or masts. 

 

Too extreme.

Less % of masts would be enough to solve the lack of chances of a SoL to survive a ganking squad of frigates.

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9 minutes ago, Hodo said:

How about...

You can only repair structure damage and sail damage, not armor or masts. 

 

I'd argue that mast repair is "realistic" as it is since I've always assumed that "masts" include spars and rigging that would be in-battle repairable (on realistic terms, not game timelines) and that "losing a mast" is just a game mechanic that approximates other types of real-world damage that is temporarily disabling. I think that repairs on structure should be port only and that "armor" includes things that would be patchable, including hammock splinter protection, etc.

All that said, I like the idea to have finer grained control over crew assignment to repairs vs. gunnery vs. sailing, somewhat along the lines of the OP. But I'm not sure it's worth the coding at this point to make it happen given that length of battles and balance right now seems relatively decent compared to the ups and downs we've had in the past.

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Best thing for the game would be to split Sail and Mast HP completely and add Mast Repair (spare masts) as an item. But it would require a lot of changes.

Proposed mechanics would be a lot easier to implement:
- Slow down repair to 1 minute intervals while consuming Repair item at the begining of each interval, each item repairing 250 dmg (plus upgrades/knowledge)
- Calculation of a damage limit - simple math and couple more variables for each part of the ship
- Increase damage to crew while repair is active

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16 hours ago, Barbancourt (rownd) said:

masts should only be repaired in port

So everyone would only demast as most viable tactic. We have been there already.

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