Forums » Suggestions

Reparing player own trident destroyed turrets only possible while docked at a station

Aug 16, 2015 DeathSpores link
dunno if it is already the case, but if it isn't, it should be.
Enjoy!
Aug 16, 2015 bojansplash link
It's not the case atm.
You are repairing all ships and systems with a rep guns that fire clouds of nanites that repair damage externally.

Ideally.... capships should have a 'repair nanites module' that should do the repairs internally when activated.

Depending on how extensive the damage is - nanites should take XX mins. to do the repairs (ranging from 5 to 90 min).
The use of internal repair nanites module should use energy similar to how your rep guns have to be charged to rep the damage and rep times should greatly differ for ships using THC or FC.
With THC rep times should be fast and for FC use, rep times should be extremely slow (up to 10 hours).

If you want a quick repair , then docking to station and paying for repairs should be the best option.
Aug 16, 2015 DeathSpores link
Not talking about damage turret here, but destroyed turrets. They 're damage beyond repair and could be replaced only in station.
I am almost tempted to say that you should have to craft a new one.
Aug 16, 2015 abortretryfail link
-1000 to OP. The small capship turrets have a pathetic amount of health. A single Avalon will wipe out all 4 in one shot. If you want another good reason for people to just run away once their shield is down, that's what you're suggesting here. This falls right into the making the game unfun category.

-1 to Bojan's internal-repairs suggestion. Turrets are external subsystems and requiring the ship to be repaired from the outside makes the person doing the repairs (possibly the pilot/owner) vulnerable to attack. This is a good thing. It means you have to find someplace reasonably safe or well-defended in order to make repairs on your ship.
Aug 16, 2015 Pizzasgood link
I would say whenever the trident is at 100%, set a 30 second timer and if it doesn't take damage during that time, respawn one of the dead turrets at 1hp, then reset the timer and repeat until all turrets exist again. From there, players would need to use repair guns to bring the turrets individually back up to 100%.

Bonus points if the respawned turrets can be left in a non-functional state until they've been repaired to 100%. (Although in that case, having them physically removed from the ship upon destruction could be foregone by just having them remain at 0hp and be nonfunctional until repaired, without any need to respawn them. Maybe make them a different color to visually indicate to attackers that the turret is out.)
Aug 16, 2015 csgno1 link
Is this because you think having turrets is overpowered?