Arioch wrote:Since you can't currently edit the payload of an outpost transport, a second slot wouldn't do you any good anyway. You should be able to put a second outpost with a construction module at a planet if that's what you want to do, which you'll be able to do when Sven gets around to fixing the editable nature of outposts.
akkamaddi wrote:This is a bit of a non-sequitur, and my apologies, but a possible work-around is to allow a structure-slot "Repair Facility" be created for ships.
To be more realistic, a mobile repair ship can only fix one ship per turn, but it may be easier to just have it work like a normal construction bay.
If you make the power requirements extremely high, then the ship would not be able to equip anything beyond a weak shield and a few point defense weapons, but would otherwise bulk up on armor and Reinforced Bulkheads. If this also cuts the ship's speed in half (or less), the ship would be an easy target in combat. It would also make sense that it could not be used if there are enemy forces in the system.
This may be too over powered, but it's an idea.
EDIT: Ok, thinking about this...
It would require a bit of design work, but recycle the interface from a planet's ship upgrade option. Each turn, a ship with a mobile repair bay can select one ship from the fleet that is equal or lesser in size, including itself. On the next turn, the selected ship is fully repaired.
A few ships like this could keep the most critically injured, or critical, ships in an advance fleet repaired, but the ships would be an easy target on the battlefield. If the fleet gets back to a station with a construction bay, the fleet can be repaired normally.
Sorry for the digression.
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