(1.33) Increase in structure makes repair impractical |
Not a bug, just a quirk of the system. 1.33 introduced increases in component structure based on level. This makes it difficult to make effective repairs because the repair rate of space yards and repair bays has not been adjusted proprtionately upwards. A high level dreadnought now has a total structure of 40-70 thousand tons, and max level repair bays are still only repairing at a bit over a thousand tons a turn. You need to either spend inordinately large amounts of resources on your repair ships, or just scrap a damaged ship and build a new one to replace it (it'll be quicker than repairing it).
Re: (1.33) Increase in structure makes repair impractical
Didnt repair work by number of components in SE4? Could we change it back to that?
-Unnamed

Re: (1.33) Increase in structure makes repair impractical
I haddn't thought of the armor issue, that really makes the shields more valuble. Shields are just 30 or 40 kt.
SEV, more than a feeling.
Re: (1.33) Increase in structure makes repair impractical
Not much better, because that means that a armor plate is as difficult to repair as a planet destroyer.
At patch 1.33 a level 26 shield (850 shield points) has a structure of 280 kt.
Re: (1.33) Increase in structure makes repair impractical
SEV, more than a feeling.
not to mention that shields revert to max at the start of every combat which helps prevent armour and hull damage which is now time consuming to repair.
However a decent repair ship with multiple bays also helps I find




Re: (1.33) Increase in structure makes repair impractical
It would be much better to have a repair value that is different from structure. In the current system damaged armor, which could be simply replaced by new plates, is one of the most difficult things to repair. On the other hand, very expensive components, like planet destroyers, are much to easy to repair.