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 Hull Regeneration? 
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Joined: Sat Mar 03, 2012 3:15 pm
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How about adding a hull item that repairs 1 hull point per hour, it would cost 500,000 and 500 Pawlacite, Size 10 and upkeep would be 50,000 and for every 10 engineers you have it would reduces the time by 1 sec, nothing op but something that could be useful even in the slightest.


Wed Mar 14, 2012 9:23 am
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Joined: Mon Sep 05, 2011 9:16 am
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so someone needs 36000 engineers and they are immortal? Nope not OP at all.

Hull doesn't repair itself. They are a solid structure that requires maintenance when damaged. Shields are an energy source in which can be generated, hence they can.

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Wed Mar 14, 2012 10:32 am
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Even with that many they wouldn't be invincible, tho a lower limit would be needed, i guess i forgot to mention that in the last post of being 25 mins, also another thing, would repairing the hull be under maintenance costs? i mean using engineers for energy is kinda stupid, they are meant to repair and maintain the ship as a hole, i mean its not like you can go around with a big hole in your hull and everyone would just ignore it.


Wed Mar 14, 2012 10:54 am
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Joined: Mon Sep 26, 2011 12:56 am
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yes makes a bit of sense, your people don't just sit around when part of the ship is damaged. but if it's disabled or heavily damaged they still have to get it to a spacedock(just using the repair). but they can fix minor damage.


Wed Mar 14, 2012 11:08 am
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Yes so the modular should only be used when the ship isn't disabled, that would make sense, with something like this, it would make it seem like the engineers are slowly patching the hull up, would give more use to engineers really, also maybe the modal could be called Engineering station? and of course be limited too 1 per ship.


Wed Mar 14, 2012 11:14 am
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you could have something like the dark assembly bots that reduces repair cost or repair time by 5%.

In effect that has a similar effect to what you are suggesting.

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Wed Mar 14, 2012 12:07 pm
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I've been thinking for a while something like this, perhaps an artifact Nanites? Can only get it from a boss elite that shows up past level 200 or something, can get up to 4, and repairs 50 hull per (set time here) each when not disabled.

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Wed Mar 14, 2012 9:23 pm
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It seems to me like hull regeneration would defeat the only advantage shields have.

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Thu Mar 15, 2012 2:10 am
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Boligon wrote:
It seems to me like hull regeneration would defeat the only advantage shields have.


not if the hull regens slow enough. For most people shield are full in about 45 minutes.

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Thu Mar 15, 2012 2:21 am
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Joined: Sat Jul 02, 2011 6:52 pm
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Well, if you're using engineers to repair the hull, they can't be tending the relays. So what if you could activate the module, and it dropped your energy recharge rate significantly and recharged the hull at some reasonable rate balanced to the energy loss?

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Thu Mar 15, 2012 2:32 am
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ICBLF wrote:
Well, if you're using engineers to repair the hull, they can't be tending the relays. So what if you could activate the module, and it dropped your energy recharge rate significantly and recharged the hull at some reasonable rate balanced to the energy loss?


^This

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Thu Mar 15, 2012 5:20 pm
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The engineers here need to take lessons from the engineers in Star Trek lol.

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Fri Mar 16, 2012 12:20 am
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Joined: Fri Sep 16, 2011 12:04 am
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Chloron wrote:
ICBLF wrote:
Well, if you're using engineers to repair the hull, they can't be tending the relays. So what if you could activate the module, and it dropped your energy recharge rate significantly and recharged the hull at some reasonable rate balanced to the energy loss?


^This

that makes no sense, my energy recharge at the same rate no matter if I have 100 engineers or 100,000 when using the same relays
Is there a union law that says all engineers must do the same thing at the same time?

I'm neutral about the suggestion over all.
A regen hull, especially if it can get really fast, defeat the purpose of shield
but it makes sense for engineers to repair ships
Perhaps a plan that scale engineer with repair rate properly AND low enough regen value to maintain the worth of shield would be best.

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Fri Mar 16, 2012 12:26 am
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Well that is what i am trying to avoid is making shields pointless in any way, i just want it so there is some automatic hull regin even if its is 1 point a hour with no way to improve it, i know if this happens repairing it manually would be pointless and the value of cash would dwindle more, so how about this?

When a ship takes damage every day it repairs a % of that damage for a increased upkeep, this upkeep would be evenly added from the cost it would take to repair the hull manually and for 4 hours after the repair(if needed, if not no reduction in max energy.) max energy will be reduced by 25%.


Fri Mar 16, 2012 5:28 pm
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Maybe it'd only happen while your on/offline?

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Fri Mar 16, 2012 5:36 pm
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What good is it? I'm not going to add x amount of decks to my ship thereby increasing my damage cap for a hull regen module that (A) adds MAYBE 1 or 2 extra shots to disable me (if the timing is right) and (B) is going to take longer to regen than I NPC. It doesn't take much credit-wise to repair your ship and this item would have no effect on the frequency of repairs. If you bottom out at 10% while in the middle of a decent NPC or PvP run, are you going to stop for 10 hours or however long just to save a few credits? If you're already disabled you don't want it to work when you're offline because then someone else can kill you too, and we all know how important that combat rep is. If someone happens to run out of energy before they get the kill on you, someone else will end up finishing the job anyway.

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Fri Mar 16, 2012 6:41 pm
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