In-battle repairs vs normal repairs

One takes too long and the other is absurdly fast...

I'm more than a little irritated by this.  Without any modules designed to repair a ship mid-battle, an enemy medium-size vessel managed to heal 102 damage in the middle of a battle (which is well over half its health...).  This ability is actually more effective than having 50 armor on a ship versus 16 kinetic damage, since the armor wears out over time (while the repairs last forever), and is making me reconsider ever using more than one defense module in favor of more weapons (or even just not bothering at all).

Meanwhile, a ship sitting over a planet or shipyard will take months to repair 50hp.  Repairing that much in the middle of a battle (i.e. minutes or hours most likely, days if both sides are defense-crazy) suggests that it shouldn't even take a full turn to repair 100% of damage.

Mid-battle repairs should be something for crazy-advanced races only, or for patchwork (aka a large portion of repairs are removed after the battle as they weren't long-term solutions to the problems) and possibly even allow for ships that survive a battle to be destroyed afterwards.  By contrast, repairs should generally be vastly-faster outside of combat (where you have weeks to properly identify problems rather than minutes) than in combat.  And repairing a ship mid-battle should require either crazy-advanced tech or at least a module, you can't just have all ships repair more damage than defenses are capable of reasonably absorbing; and again, either the ship doesn't keep all of its mid-battle repairs or it is presumably capable of instant repairs (or has a cap on how much it can repair).

15,503 views 10 replies
Reply #1 Top

Are you saying that between fights a ship you encountered healed 102 dmg or it healed 102 dmg while fighting in the battle viewer? 

 

If a ship has 100 hit points but also has 25 each of the defenses, those defenses will go first. They also fully return each engagement in the battle-viewer. Hit points do not, they slowly regenerate unless you have the end line ship repair module in it. That module requires thulium and heals quite a bit DURING combat. It is a late game module and I have yet to see the ai have it installed. 

Reply #2 Top

I have to admit this game is missing a lot of technologies that you would expect from space faring civilizations. The game is great but it's lacking in content and features, atm.

Reply #3 Top

Quoting Larsenex, reply 1

Are you saying that between fights a ship you encountered healed 102 dmg or it healed 102 dmg while fighting in the battle viewer? 

 

If a ship has 100 hit points but also has 25 each of the defenses, those defenses will go first. They also fully return each engagement in the battle-viewer. Hit points do not, they slowly regenerate unless you have the end line ship repair module in it. That module requires thulium and heals quite a bit DURING combat. It is a late game module and I have yet to see the ai have it installed. 

First thing I've noticed is that the battle viewer only registers damage that affects the ship; if a defense module blocks an attack or it misses (which happens a lot, they have a jamming perk 8C  ) then no damage is reported after a battle for that attack.  Second thing, is that none of their ships have modules that repair in-combat but all of them manage to.  Every design usually has one shield, 1-2 chaff, 6-8 railguns, and an enhanced reloader (or whatever it's called).

My ship had 18 beam attack (recharger dropped 15% damage) and the enemy ship had 6 shielding.  Shields weren't the problem either (especially considering how fast he wore through 52 armor).
I also just attacked another ship (saved this time first... :P ) with a fighter with 10 beam attack and a destroyer with 18 kinetic attack; that ship had 22 health and 6 shields, plus 0 armor; they managed to survive 102 damage and actually gained 45 health.  Ships also should never be able to heal more damage mid-battle than they started with in health (let alone 5x as much).

If I attack with 2 bigger ships I'll almost always win with no damage, but if I attack one on one (or 2 small on one medium) with anything but overwhelming superiority (aka durantium drivers or elerium beams) I take a ton of damage if I even manage to win.

Reply #4 Top

Sounds like your fighting iconians or someone using their tech tree, they get a unique tech that give in battle repairs as a passive.

Reply #5 Top

They're a custom with that tech tree.  I am now interested in playing said custom race (which was supposed to be just another random AI nation).

Reply #6 Top

I'm fairly certain that Strategic Repair could be increased by a factor of 5 and it would be balanced. It's way too slow as is.

Tactical Repair is surprisingly powerful.

Reply #7 Top

The tech that causes the in batle repair is "Healing hulls" it is in the engineering tab of the generic tech tree. I play this tech alot as I love the in battle repair and there other perks are nice too.

Reply #8 Top

The end of tree living starships also gives +5 off the top of my head.

Reply #9 Top

Quoting KarlBar99, reply 8

The end of tree living starships also gives +5 off the top of my head.

That's in the Iconian tech tree. It's one of the reasons the Iconians would be scarier than the Drengin if they were warmongers.

Reply #10 Top

That's the tech tree where discussing ;).