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 2016-10-14 New CTLab: Exterior Maintenance Droid 
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Joined: Sun Aug 26, 2012 7:06 am
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Complain, complain, complain..... as long as we don't discover it for a long while, all good.

Yea, it's crappy, but what disappoints me most is only 1!!! Seriously, there has been plenty of crappy ideas here in the forum that you can plagiarise Dan.

Just do a new one each month, try and out crap the previous ones each month.... as long as it scraps for ctp we wont mind too much.

Just do it.

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Fri Oct 21, 2016 8:52 am
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Joined: Tue May 20, 2014 1:56 am
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swinephil wrote:
there has been plenty of crappy ideas here in the forum that you can plagiarise Dan.

So... More disappointments?

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Fri Oct 21, 2016 9:36 am
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Joined: Fri Jan 16, 2015 1:00 am
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Exterior Maintenance Droid updated a bit: Size: 20 Hull:800


Sat Oct 22, 2016 6:53 pm
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Joined: Tue Oct 09, 2012 1:42 am
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ElDuderino wrote:
Exterior Maintenance Droid updated a bit: Size: 20 Hull:800

Updated wiki.


Sat Oct 22, 2016 7:49 pm
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Just got one and installed it. Then tried the ability. Did nothing except start a 4 hour countdown timer on the screen. No hull boost at all....ticket submitted.


Sat Oct 22, 2016 8:36 pm
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welll, now im all in 300 more hulll....winner wiinner chcken dinner

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Sat Oct 22, 2016 11:42 pm
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Doing calculations, you get 7800 with Fixer from Brackets, and only 2250 from Modules... So at what point do the modules become viable? How much Hull would you need for the 20x bonus(or whatever you will get) to be worth it?

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Sun Oct 23, 2016 12:20 pm
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2 * Exterior Maintenance Droid = 1600 hull
600 Durtanium Brackets = 6000 hull

difrence = 4400 hull

so if we presume you have 5.000 decks = 10% bonus, to get more from the ability then the brackets you would need more then 44.000 hull on ship


but when you have 500K+ hull on ship already, 4.4K more or less wont make mutch difrence
so instead you look at the modules you have installed

if you replace a Perfect Syncopated Plating (size 43, Hull +1105) with 2 Exterior Maintenance Droid (Size:20, Hull:800)
you free up 3 decks and gain +495 hull and an ability you can use 2 times pr day

proberly going to do just that, becourse I can and it lets me get rid of one more recearched module

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Sun Oct 23, 2016 3:25 pm
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One more update it looks like: Ability lasts 4 hours and has a 4 hour cool down now.

Makes me wonder what happens with the ability when two are installed? Have only installed one for now and it appears to work as advertised.


Mon Oct 24, 2016 2:18 am
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ElDuderino wrote:
One more update it looks like: Ability lasts 4 hours and has a 4 hour cool down now.

Makes me wonder what happens with the ability when two are installed? Have only installed one for now and it appears to work as advertised.


Still does nothing for me. Recorded max hull, used ability, no change. Checked effects tab on ship and nothing shows. All I see when I invoke this is that it starts the countdown timer.....

As is, you give up 3000 hull that takes 0 space for 800 hull that takes 20 space and an ability that does NOT work....


Mon Oct 24, 2016 1:18 pm
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An Exterior Maintenance Droid has been installed on your ship.....

You activate Droid Maintenance

Droid Maintenance : Hull +16% (3 hours, 59 mins left).....

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looks like a 4 hour timer on both the ability and the effect

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Mon Oct 24, 2016 6:16 pm
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Still not working for me. Tried it after Darkmar got his to work. So, don't know what the difference is. Have submitted a second ticket with the updated information. Maybe comparing the 2 ships will help Dan figure out what is wrong.


Mon Oct 24, 2016 6:43 pm
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it still sucks the big one

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Tue Oct 25, 2016 12:12 am
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yep and sadly, this is probably as good as it gets.


Tue Oct 25, 2016 12:15 am
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maybe the arm is trying to pull a better item out of its own anal orifice...something we;d actually like...

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Tue Oct 25, 2016 12:34 am
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People still buff hull in 2016? LUL


Tue Oct 25, 2016 1:10 am
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that dan is trying to improve this is good, but I think hes going about it wrong. People dont realy want activated defence buffs, they last not long enough, rely on them activating them manualy, and most of the time the player is on while they are active making for most people it useless. This module should, to my mind, be changed to a passive but at a much smaller %. From 2% for every 1k decks to a max of 20% to 1% for every 2k decks to a max of 5% per module. The passive would be set when installing and only be updated when a player hits a 2k deck threshold, triggering a recalculation. This would make this module far more useful to all players, because especialy with larger ships the hull boost would exceed the imputs and would be always active to increase defences when players are actualy going to need it, rather than when they are online.

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Tue Oct 25, 2016 5:09 pm
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Agreed. If you had two 5% perm buffs running at 9500+ decks, that'd be a no-brainer, even for ships with fewer decks. I'd also be perfectly fine making it an 8 hour buff with 20 or 24 hour cooldown.

Admittedly, with the current improvements (4 hour buff), it has moved from "not worth making/installing" to "worth considering," but it still falls short of the hopes and expectations we all had for new items, IMO.


Tue Oct 25, 2016 5:17 pm
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Peticks wrote:
that dan is trying to improve this is good, but I think hes going about it wrong. People dont realy want activated defence buffs, they last not long enough, rely on them activating them manualy, and most of the time the player is on while they are active making for most people it useless. This module should, to my mind, be changed to a passive but at a much smaller %. From 2% for every 1k decks to a max of 20% to 1% for every 2k decks to a max of 5% per module. The passive would be set when installing and only be updated when a player hits a 2k deck threshold, triggering a recalculation. This would make this module far more useful to all players, because especialy with larger ships the hull boost would exceed the imputs and would be always active to increase defences when players are actualy going to need it, rather than when they are online.


Excellent suggestion! It still lets the module be small enough for SSB's to add it for the hull compared to researched hull modules and the % buff would also benefit us Big Bad Ships with big hull that already have over a dozen cooldowns to worry about as it is. Velox Thrusters and Aegis Capacitors are both Lab items that work this way and the Maintenance Droid should as well.

I must say I am happy that there are finally more advantages to having big ships and this change or something similar would fall in line with previous modules and satisfy most players.

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Tue Oct 25, 2016 6:35 pm
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There is a new item in the lab. 46k research per try!


Tue Oct 25, 2016 10:13 pm
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