Repair rates
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[edit] Maximum Damage repaired per Turn
The amount of damage of a ship that can be repaired per turn differs depending on the parts that are to be repaired and the race that is in control of the ship. Ships will not waste repair units on systems that they don't have (engines, shield generator, hyperdrive).
The current limits are in place since Host 118:
[edit] When
Ships repair with repair units AFTER movement. So if they hit mines during movement, and have a fight, they will be fighting while damaged - they only get a chance to repair if they survive the entire 200 movement phases plus any fights.
[edit] Hull
- 20% max repair rate
- If PR > 80 and Law > 80 then max repair rate is 50%
- If hull is an alien hull and HConfig setting "Hacker Droid allowed" is enabled then max repair rate is 5%
- Repair used = Hull Mass * Damage / 20
- Maximum damage that can be in effect: 99%
- The Feds has a chance to repair hull damage during combat using their Scotty Bonus.
[edit] Hyper Drive
- 30% normal repair rate
- If Light Powers > 20 then max repair rate is 60%
- 1 repair unit = 1% damage repaired
- Maximum damage that can be in effect: 150%
[edit] Warp Drives
- 100% normal repair rate. The amount of Engine damage repaired is limited only by the amount of repair units carried.
- 1 repair unit = 1% damage repaired per engine
- Must repair same damage to all engines at once. Example: If the damage is 5% with a hull that has 3 engines, then 15 repair units must be used to fully repair the engines.
- Maximum damage that can be in effect: 150%
[edit] Control Systems
- 40% normal repair rate
- If Leadership > 90 then max repair rate is 80%
- 1 repair unit = 1% damage repaired
- Maximum damage that can be in effect: 150%
- The Feds has a chance to repair control system damage during combat using their Scotty Bonus.
[edit] Life Support
- 10% normal repair rate
- If PC Factor > 80 then max repair rate is 40%
- 1 repair unit = 1% damage repaired
- Maximum damage that can be in effect: 135%
[edit] Shields
- 20% Normal max repair rate
- If Addiction to Grecken Blood Wine < 20 then max repair rate is 40%
- 1 repair unit = 1% damage repaired
- Maximum damage that can be in effect: 150%
- The Feds has a chance to increase shield strength (not repair shield generator damage) during combat using their Scotty Bonus.
[edit] Weapons
- 20% Normal max repair rate
- If your PC Factor < 80 then max repair rate is 40%
- If your PC Factor < 40 then max repair rate is 60%
- The number of repair units required to repair weapon damage is calculated by determining a weapon repair factor by adding 1 for each PD, 2 for each small weapon, 4 for each large weapon, and 20 for a super weapon. Take that factor and divide it by 10 then add 1. That is the amount of repair units required to repair 1% of weapon damage.
- Maximum damage that can be in effect: 150%
- The Feds has a chance to repair weapon damage during combat using their Scotty Bonus.
[edit] Armor
- 1st: The exotic tech Borlox Armor can repair 20% of the armor on all ships each turn.
- 2nd: Cyborg ships convert duranium on board into armor when needed. 1 kt of duranium changes into 100 units of ship armor.
- 3rd: Armor is repaired at a rate of 5 Repair units to 1 Armor.
- The amount of Armor repaired is limited only by the amount of repair units carried.
- Many heavily armored ships require several turns to fully armor themselves in this way.
[edit] Table
| Race name | Hyper Drive | Hull | Control | Life Support | Shield | Weapon | Total Repair |
|---|---|---|---|---|---|---|---|
| The Aczanny Pyramids | 30 | 20 | 80 | 10 | 40 | 40 | 220 |
| The Birdman Republic | 60 | 50 | 40 | 10 | 20 | 60 | 240 |
| The Centaurs | 30 | 50 | 80 | 10 | 40 | 40 | 250 |
| The Colonies of Man | 30 | 20 | 40 | 10 | 40 | 60 | 200 |
| The Crystal Assembly | 30 | 20 | 80 | 10 | 40 | 60 | 240 |
| The Cyborg Collective | 30 | 20 | 80 | 10 | 40 | 60 | 240 |
| The Evil Empire | 30 | 20 | 80 | 10 | 20 | 60 | 220 |
| The Holy Draconian Empire | 30 | 20 | 80 | 10 | 20 | 60 | 220 |
| The Interstellar Master Traders | 30 | 20 | 80 | 10 | 40 | 60 | 240 |
| The Lizard Kingdom | 30 | 50 | 80 | 10 | 20 | 60 | 250 |
| The People's Army | 30 | 20 | 40 | 10 | 20 | 40 | 160 |
| The Privateer Bands | 30 | 20 | 40 | 10 | 20 | 60 | 180 |
| The Rebels | 60 | 20 | 40 | 10 | 20 | 60 | 210 |
| The Reunited Coalition of Systems | 60 | 50 | 80 | 40 | 20 | 20 | 270 |
| The Robotic Imperium | 30 | 20 | 40 | 10 | 40 | 60 | 200 |
| The Scavenger Tribes | 30 | 20 | 40 | 40 | 40 | 20 | 190 |
| The Stormer Kingdom | 60 | 50 | 80 | 10 | 20 | 60 | 280 |
| The United Enforcement Authority | 30 | 20 | 80 | 40 | 40 | 20 | 230 |
| The Solar Federation | 30 | 50 | 40 | 40 | 40 | 20 | 220 |
| The Solorian Unity | 60 | 20 | 80 | 10 | 40 | 60 | 270 |
| The University Alliance | 30 | 50 | 40 | 40 | 40 | 20 | 220 |
Green = Best stat
[edit] Source
Dec 20th, 2002
What is new in Host.exe Version 4.000.118
New: Repair limit bonus factors:
Weapons: 20% Normal max repair rate If your PC Factor is less than 80 max weapon repair is 40% If your PC Factor is less than 40 max weapon repair rate is 60%
Shields: 20% Normal max repair rate If your race's addiction to Grecken Blood Wine is less than 20 repair rate is 40%
Control Systems: 40% normal repair rate If leadership greater than 90 repair rate is 80%
Hull: 20% max repair rate If PR and Law are both greater than 80 max repair rate is 50%
Hyper Drive: 30% normal repair rate If Force Good is greater than 20 max repair rate is 60%
Life Support: 10% normal repair rate If PC Factor greater than 80 repair rate is 40%
Dec 17th, 2002
What is new in Host.exe Version 4.000.117
New: Repairs limited to Hyperdrive 30%, Hull 20%, Systems 40%, Weapons 20%, Life support 10% per turn
[edit] See Also
- Ship Damage
- Repair Units
- Racial Stats
- Repair Limits Klingon Kommand
