4393 active members
  461 are on-line
Clock Year Day Time
10 355 16:39:17
Logged In As Login
Guest
Alertssnewsgnewsmessagegeneralfactioninventorycombatroom
» Technology
    Raw Material Equations | Facilities | Space Stations | Repair | Ships | Vehicles | Items | Droids | Datacards | Weapons | Last Updated: Year 8 Day 114 Report Error 
1/ Ship Repair
1.1/ General Information

Only capital ships carry an NPC engineering crew that effect repairs on other systems automatically. Fighters, freighters, and all vehicles must return to a hanger, landing pad, factory, space based dock, or a capital ship's docking bay to have NPCs automatically make repairs. It is also impossible to make any repairs to a ship's hyperdrive, sublight speed, manoeuvrability, or hull while that ship is in hyperspace.

If any damaged characteristic of the ship/vehicle falls below 75% functional, it is considered to have structural damage. Before that characteristic can be repaired above that 75% mark, it must return to some kind of docking bay or building specializing in repair. Below will show exactly where they can be fixed and the requirements.

Multiple attached facilities can work together to increase the capacity available and the repair rate on a single ship. The amount of shipyards that will work on a ship is found from the number of shipyards per ship = shipyards / ships (rounded down).

Example: If a station has 4 shipyards and 1 ship, then the 4 shipyards will serve for the repair.


1.1.1/ Materials Required to Repair

With all PC repairs, a tool kit is required. Materials needed to conduct repair:

  • Verbal Equation: Minerals needed equal damage divided by total hull multiplied by total raw material multiplied by four divided by repair skill.
  • Math equation (simplified): Mn = (D / Th * Tm * 4 / Rs)

    Code Key:
    • Mn = Minerals Needed
    • D = Damage (in pts.)
    • Th = Total Hull (in pts.)
    • Tm = Total Materials (of ship)
    • Rs = Repair Skill Average

1.1.2/ Average Repair Skill
  • Verbal Equation: Add everyone's repair skill who is involved and then divide by the number of people involved repairing plus the number of people involved repairing multiplied by the variable equals the average repair skill. The variable is explained below.

  • Math equation (simplified): ((Crs / Np) + (Np * .1)) = Ars

    Code Key:
    • Crs = Collective Repair Skill
    • Np = Number of People Involved
    • Ars = Average Repair Skill

  • Explanation: The "(Np * 1)" was added to the equation so that if a great number of people were involved in the repair, the average repair skill would be higher. People with 0 in the required skill would not be able to help out very much, but would still be able to contribute a fraction

1.1.3/ Shield Recharge
Shields recharge at a rate of 2% of the maximum shield value per hour.

Example: If maximum shields are 2000, 2% of 2000 is 40 points. Therefore, the shields will recharge at the rate of 40 points of shielding per hour.


1.1.4/ Ionic Damage Basic Rules
Ionic capacitance recharges from damage every hour at a rate of 2% of the maximum capacitance.

Example: If maximum ionic capacitance is 1000, 2% of 1000 is 20 points. Therefore, the capacitance will recharge at the rate of 20 points of ionic capacitance per hour.

  • Maximum Ionic Damage: When a station/ship/vehicle receives damage that lowers the ionic capacitance below zero, the ionic capacitance can go into the negatives up to equal the maximum ionic capacitance.
    • Example: A ship with 1000 ionic capacitance can receive damage up to -1000 ionic capacitance.

  • Immobilization: A station/ship/vehicle that receives damage that makes the ionic capacitance go below zero becomes immobilized, and all systems become non-functional.
    • Example: A ship with a maximum ionic capacitance of 1000 receives 1056 points of ionic damage. The ship's ionic capacitance is then -56, making the ship immobile and all systems non-functional until the ionic damage dissipates.

  • Destruction: If a station/ship/vehicle receives more damage than beyond double the maximum ionic capacitance, it is destroyed due to all systems being damaged beyond repair.
    • Example: A ship with a maximum ionic capacitance of 1000 receives 2056 points of ionic damage. The ship's ionic capacitance is then 56 points beyond the maximum of 2000 points allowed. All systems are damaged beyond repair and the ship is destroyed.

Hapes Banner Exchange