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{artifacts} JR-13 Repair Droids
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Author:  DarthRavadge [ Sun Jan 15, 2012 7:29 am ]
Post subject:  {artifacts} JR-13 Repair Droids

JR-13 Repair Droids
Ship Module
Size:20 (limit 2 per ship)
Cost: 200 Red Badges
Effect: +100 Hull. Repairs 5% of a ships maximum hull every 60 minutes. Does not affect a disabled vessel. Requires rank 100 or higher.

Author:  sgtlynch [ Sun Jan 15, 2012 8:08 am ]
Post subject:  Re: JR-13 Repair Droids

+1 would give me something to use reds on again :D

Author:  Huluk [ Sun Jan 15, 2012 8:10 am ]
Post subject:  Re: JR-13 Repair Droids

like it

Author:  Zargor [ Sun Jan 15, 2012 9:38 am ]
Post subject:  Re: JR-13 Repair Droids

+1 i like it too.

Author:  Jackie [ Sun Jan 15, 2012 9:41 am ]
Post subject:  Re: JR-13 Repair Droids

Nice Idea....personally I think it should have a tad more hull for that size and cost (size is 2.5 times the protean, hull is 1/2? why?)

Author:  Lone.Lycan [ Sun Jan 15, 2012 2:40 pm ]
Post subject:  Re: JR-13 Repair Droids

Jackie wrote:
Nice Idea....personally I think it should have a tad more hull for that size and cost (size is 2.5 times the protean, hull is 1/2? why?)

balance.. this thing has a built in autorepair...

there's a major downside though...... repeated disables.... don't think i'd care for that

Author:  Dark10c [ Sun Jan 15, 2012 3:11 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

very good :) +1

Since its rank 100+, I'm sure adding a LITTLE bit more hull would be okay :) maybe 200?

Author:  Armineus [ Sun Jan 15, 2012 3:35 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

Wouldn't that kind of make shields obsolete? :shock:

Author:  wolfprince01 [ Sun Jan 15, 2012 3:56 pm ]
Post subject:  Re: JR-13 Repair Droids

Lone.Lycan wrote:
balance.. this thing has a built in autorepair...

there's a major downside though...... repeated disables.... don't think i'd care for that


DarthRavadge wrote:
Does not affect a disabled vessel.

Author:  Zargor [ Sun Jan 15, 2012 4:01 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

How about +100 hull and +100 shield with 5% hull regeneration.

Author:  kirkeastment [ Sun Jan 15, 2012 4:26 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

I'll preface this with i do like the idea of hull regeneration. Long overdue really.


However 5% hull regeneration every 60 minutes, really serves no purpose whatsoever, especially when shields can be restored to full capacity in less time than that. If you've got 10k hull & shields why would you care about 500 extra hull every 60 minutes when your getting 10k shield in the same time.

Lets be honest, highest hull in game might be around 200-250k buffed(if this person changed race and profession). So they would get 10k-12.5k hull every 60 minutes for free. But thats 1/20th of their hull. It won't make their repair bill any less than the 200M it already costs, and would still require a full repair to be of any use to them.

Even for low ranks its a bad idea. 5% hull restored when their hull is just 5k, means 250 extra hull, not much they can do with that.

The game doesn't let you do anything that would require you to have hull(PvP/NPC/Base/Planetary Attacks) if your hull is under 10% anyway. So even if you got this 5% hull restored every 60 minutes, the person would still need to use a repair or a nanodrone to be able to do anything.


I do like the idea of hull regeneration, but the timer needs to be way tweaked to make it useful, so how about;


Ship Mod: JR-13 Repair Droids
Size: 16(Double the size of the best shield regens)
Cost: 200 Dark Badges > Dark Badges chosen simply because they're easier for all ranks.
+1% Hull Regeneration Per Minute
2 Mods Per Ship - Max of 2% Hull Regeneration Per Minute - Does not work when disabled.

That way you leave for just over an hour and you could come back to a full hull bar. Its a low enough percentage that if your actively doing anything that could lower your hull, it won't restore fast enough to prevent you from having to pay for a repair or use a nano.

Also i've purposefully not given it a +100 Hull, as this is purely a recharge module like the Harmonic Pulsar's.

Author:  pwnbus [ Sun Jan 15, 2012 6:09 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

+1 for hull module from pvp from higher ranks (because Dark badges are too easy to get)

-1 for hull regeneration

It could be: 5% chance to redirect attack(0/50% only dmg taken)

Author:  DarthRavadge [ Sun Jan 15, 2012 7:18 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

kirkeastment wrote:
I'll preface this with i do like the idea of hull regeneration. Long overdue really.


However 5% hull regeneration every 60 minutes, really serves no purpose whatsoever, especially when shields can be restored to full capacity in less time than that. If you've got 10k hull & shields why would you care about 500 extra hull every 60 minutes when your getting 10k shield in the same time.

Lets be honest, highest hull in game might be around 200-250k buffed(if this person changed race and profession). So they would get 10k-12.5k hull every 60 minutes for free. But thats 1/20th of their hull. It won't make their repair bill any less than the 200M it already costs, and would still require a full repair to be of any use to them.

Even for low ranks its a bad idea. 5% hull restored when their hull is just 5k, means 250 extra hull, not much they can do with that.

The game doesn't let you do anything that would require you to have hull(PvP/NPC/Base/Planetary Attacks) if your hull is under 10% anyway. So even if you got this 5% hull restored every 60 minutes, the person would still need to use a repair or a nanodrone to be able to do anything.


I do like the idea of hull regeneration, but the timer needs to be way tweaked to make it useful, so how about;


Ship Mod: JR-13 Repair Droids
Size: 16(Double the size of the best shield regens)
Cost: 200 Dark Badges > Dark Badges chosen simply because they're easier for all ranks.
+1% Hull Regeneration Per Minute
2 Mods Per Ship - Max of 2% Hull Regeneration Per Minute - Does not work when disabled.

That way you leave for just over an hour and you could come back to a full hull bar. Its a low enough percentage that if your actively doing anything that could lower your hull, it won't restore fast enough to prevent you from having to pay for a repair or use a nano.

Also i've purposefully not given it a +100 Hull, as this is purely a recharge module like the Harmonic Pulsar's.


The idea behind giving it a low regeneration speed was so that it would not take the place of repair nanodrones. If you could regenerate all of your hull in 2 hours why not sit back and collect production and jump back on later? The original idea was simply so that when someone fails a bt hit against you overnight your ship should be completely repaired when you logged on in the morning.

This other version works too but I think the regen speed is way too fast. I think it should take a minimum of 4 hours to repair a ship that is down to its last few hull points. Shields may still end up being much more effective to recharge (which is part of their appeal), but hull normally costs credits to repair. This would be like free money so it should take longer to balance it.

Author:  wolfprince01 [ Sun Jan 15, 2012 10:05 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

I get 3-10 Durtanium Brackets a day , so even if its 1% per hour it would still have some use for me.

It just doesn't seem right to have hull repair itself , shields just need time to build up energy to work as metal doesn't just grow out of nothing you need to buy supply's to fix it.

so +1 for useful , but -1 for unrealistic and making shields look even weaker compared to hull.

Author:  BinaryMan [ Sun Jan 15, 2012 10:31 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

Recharge on hull is pretty useless that way. Make it an ability to repair hull every so many hours that can be used strategically.

Author:  Wolfy Minion [ Sun Jan 15, 2012 11:07 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

BinaryMan wrote:
Recharge on hull is pretty useless that way. Make it an ability to repair hull every so many hours that can be used strategically.



Agreed. I would prefer it to be like the repair bay on bases, but personal. Have it be an ability to repair free of cost after X amount of time and the timer start the normal repair one as well, maybe make it the drop of the next crimson blade or sithion mission chain.

Author:  neogoterra [ Mon Jan 16, 2012 7:23 am ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

All you people posting about how this needs work or that needs work about this repair droid idea are missing the spirit of the idea.
The point is at high ranks that auto repair would be a nice way to keep from the bone jarring 2billion credit repair costs or at the very least make it less painful to the bank account.
This isn't a combat boosting ship mod its a convince item think about it for a moment if you was in space and wasn't able to dock right away and took some random punks shots and took some damage would you not try to do some on the fly repairs?
This is a idea like that the only things it needs to not be abused is a limit on how much it can repair at a time and a time limit that it only starts to repair after so long of a time has passed after a fight.
Say it can only repair a max of 40% of your maximum hulls and you have to wait 30 min. to a hour after a fight before the auto repair kicks in.
But a +1 to the general idea here.

Author:  kirkeastment [ Mon Jan 16, 2012 7:55 am ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

neogoterra wrote:
All you people posting about how this needs work or that needs work about this repair droid idea are missing the spirit of the idea.
The point is at high ranks that auto repair would be a nice way to keep from the bone jarring 2billion credit repair costs or at the very least make it less painful to the bank account.
This isn't a combat boosting ship mod its a convince item think about it for a moment if you was in space and wasn't able to dock right away and took some random punks shots and took some damage would you not try to do some on the fly repairs?
This is a idea like that the only things it needs to not be abused is a limit on how much it can repair at a time and a time limit that it only starts to repair after so long of a time has passed after a fight.
Say it can only repair a max of 40% of your maximum hulls and you have to wait 30 min. to a hour after a fight before the auto repair kicks in.
But a +1 to the general idea here.


Not to be an ass, but "2billion credit repair costs"?

Full Repair caps out at 200 Million per repair, regardless of whether you have 1Bil worth of mods installed or 16Bil. 200 Mil is hardly bone jarring or painful to a higher ranks bank account.

Author:  Lone.Lycan [ Mon Jan 16, 2012 8:05 am ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

perhaps, but when all you have left to do in the game is battle npcs or battle players or battle bases..... you're repairing a little more often than in the early days when you were mostly doing just missions.... 2B in repair costs is quite low actually

Author:  BinaryMan [ Mon Jan 16, 2012 11:26 pm ]
Post subject:  Re: {artifacts} JR-13 Repair Droids

Then I'd rather have 3x an item that reduces repair cap by 5%, THAT would be worth it.

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