Cholmondely wrote: ↑Sun Sep 13, 2020 1:40 pm
Dybal,
I'm just curious (and utterly ignorant of these matters) - but roughly how difficult would it be to craft a more realistic repair system where
i) you can choose what the bots repair first
ii) the time taken differs according to what is damaged and the amount of damage done
iii) one could have an separate control panel (for a second player who could then handle these matters as the ship's engineer).
iv) or it was fixable (or partly fixable) by the player himself (botless!) with the tools kept on the bridge, some engineering knowledge and a dash of handwavium.
Would this be a major modification, or would it be relatively minor?
(i) That's already in the plans, but it will be one more primeable equipment, and there will have to be some cons to balance it;
(ii) Making the time range (there should be a random factor there) dependent on the equipment TL and cost is feasible and interesting - I will put it in the TODO list, but the current version has a version of it: the equipments have repair probabilities based on TL (or scriptInfo defined by the equipment creator), and Repair Bots keeps trying to repair until it succeeds, no matter how many attempts it takes, so I high TL equipment is prone to take several attempts and a longer time to repair; damage in the core game is "binary": it's damaged or it isn't, and right now the OXPs that managed to get around that, like Shield Cycler, made equipments that Repair Bots cant' repair.
(iii) I'm not sure of all you mean here... expanding Repair Bots to allow the player to pick and choose what should be repaired from the damaged equipment will need a MFD to show the damaged equipment and chosen repairing options, but that will have to be shown in the HUD for the player to interact with by priming the control equipment and using the activate and mode keys (that's the part I have to give some thought yet), but... second player?
(iv) This is possible too: create a list of equipments that, based on some criteria, like low TL, would be fixed by the crew if some circumstances where met: low speed, no maneuvering, green condition, spare parts and tools (that would need a repair pack to be purchased); that would complement nicely the (i), since one of the cons I have in mind is needing twice as much nanobots to repair in directed mode, so a 10-Pack recharge would repair only 5 equipments.
(ii) is minor, I can get it done fairly quickly (testing takes longer), but (i+iii and iv) are major changes (that's why I haven't started on (i) yet... I want to conclude some of the things I started before tackling it).