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 Auto-Repair Nanites 
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Joined: Tue Aug 10, 2010 8:40 pm
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Just a random idea; mission takes a bunch of tech parts to complete, and gives you Auto-Repair Nanites, which similar to shields will repair your hull over time. They will only function when your hull is > 10%, and it takes 1 day to fully repair the hull (so rate depends on hull size). Possibly 8 hours if that's not too fast.

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Fri Jan 28, 2011 6:13 pm
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Joined: Mon Nov 29, 2010 9:48 am
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shields almost fully recharge in 1 hour when the second level of T.O shield generators are installed. i think hull should recharge in 2. 3 tops.

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Fri Jan 28, 2011 6:17 pm
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I'm not comparing to shields like that because hull modules are a few times more space efficient at similar tech level, and have a cost implication. This is just another nice to have thing from tech parts, but I'm not trying to give a bunch of free repairs out of it.

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Mon Jan 31, 2011 9:34 am
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why not just wait 5 minutes to repair? or use normal repair nanites?

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Fri Mar 11, 2011 12:35 am
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plus if im disabled i wanna stay that way if i dont log on. i dont really wanna give people free cheap shots. especially if i got hit with a tac bypass. but 200 million is rather costly for a repair, which is the current repair cap i believe. so, imo this is a good idea, but a day seems too long for it to be efficient. if your npc hunting and dont want to repair then 24 hours is a long wait. 3 hours seems too long to me, but as you said, ur not trying to suggest a bunch of free repairs. it just seems more practical to have it run anywhere from 1-3 hours because if hull recharges 33% in 1 hour and they have 9999 hull then theyll come back to 3333 hull after an hour (if the recharge rate is 100%/3hr) which is reasonable because thatll give em 2334 hp to go out and wreak havok with.

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Fri Mar 11, 2011 9:45 am
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Joined: Wed Sep 22, 2010 10:35 am
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BinaryMan wrote:
Just a random idea; mission takes a bunch of tech parts to complete, and gives you Auto-Repair Nanites, which similar to shields will repair your hull over time. They will only function when your hull is > 10%, and it takes 1 day to fully repair the hull (so rate depends on hull size). Possibly 8 hours if that's not too fast.

Make it 2-4 hours and you got a deal. I love the idea. The timer to full is debatable but I totally love the idea. One more way to spend those tech parts is always good.

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Fri Mar 11, 2011 10:18 am
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Joined: Wed Jan 26, 2011 4:28 pm
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Hull repair... Trap?

Sets off at 10% or something? Can be countered IF the attacker hits so hard or critically hits to reduce a player to 0% from 11% or more?

Just a spin...

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Fri Mar 11, 2011 9:12 pm
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