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 Repair Tabs update 
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Joined: Sun Dec 05, 2010 7:03 am
Posts: 3
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Dear Dan,

I'd like to suggest a new tab that would let us repair a module, any module, so we don't have to wait for it to break before we can repair it/them in case we fail to pay an upkeep that was due. It is in my experience that it gives me a lot of trouble when several of my modules broke and I can no longer get the next shipment of minerals since the broken modules took up the remaining spaces in my cargo. the only option is to throw away the broken modules and start from scratch. I'm sure lot's of players will greatly appreciate this new update should it be included in the many great updates from you and your creative team.

Sincerely,

Sigma
of Lords Of Infinity Rising


Fri Nov 25, 2011 11:35 am
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Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
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In a way, I like this because all my tech is pretty pricey to repair, but I also feel it shouldn't be implemented. Having your stuff broken is a valuable lesson in not running your credit balance too close to your daily upkeep. Don't want the stuff to break? Don't miss your upkeep. That's the simplest solution. If your income isn't sufficient to cover comfortably cover your upkeep every day, it means one of three things: (1) You need more mining, (2) You have too much/too expensive stuff on your ship, or (3) You overextended yourself paying for other stuff like planets and artifacts.

-0.5

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Fri Nov 25, 2011 2:06 pm
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Joined: Wed Nov 10, 2010 2:44 am
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also if a single module is overstuffing your cargo... you need more cargo space

if you have several modules breaking at the same time, you might want to consider uninstalling and installing them so that they break at different times

and yes, as someone else has already pointed out.... you shouldn't be missing upkeep so often... either reduce your upkeep (downgrade your expensive guns!!!) or increase your mining...

i figure about 20K minerals gives me on average 1B credits...
(folks reading this that are not 160-ish yet won't get that much because they're probably not getting aidonium yet)

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Fri Nov 25, 2011 2:52 pm
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Joined: Sun Sep 19, 2010 6:52 am
Posts: 448
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The repair cost is the full cost of the mod -minerals , even repairing 10% at a time(they break in 10% at a time so you would need to fix 10% at a time) , it would be 10% mod cost.
The upkeep of a mod is 5% mod cost.

If you can't pay your upkeep to stop it from breaking , how are you going to pay to fix something that's 90% broken?

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Fri Nov 25, 2011 8:34 pm
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