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Difference between revisions of "Ship Repair"

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Every fleet can have its armour gradually repaired while in orbit of a planet with a shipyard (via the fleet repair icon).
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'''Ship Repair''' is necessary in order to restore damaged [[Armour]] of the player's ships and fleets.
  
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== Overview ==
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=== At Shipyards ===
  
 
[[File:Repairing.png|800px]]
 
[[File:Repairing.png|800px]]
  
In the above image, you can see a ship in orbit of a planet. Repairing is currently in progress and will finish in 10 m. 55 sec.  
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All of a player's fleets can have their armour gradually repaired while in orbit of a colony with a [[Shipyard]], via the fleet repair icon (the wrench symbol on the right of the [[Fleet Context Menu|Fleet Control Wheel]]). The repairing fleet must stay in orbit while repairs are ongoing, and the Shipyard must be functioning normally (it must be powered and staffed, not upgrading or being dismantled, etc.). A Shipyard may repair existing fleets while constructing a new ship.
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Ship repairs do not consume any resources, but simply take time to complete. Any hull damage will be repaired at a fixed rate, determined by the Tech level of the Shipyard; higher-Tier yards can repair damaged fleets more quickly. In the example image above, one of the player's fleets is in orbit of a planet they control, with a Shipyard built. Repairing is currently in progress (denoted by the lit-up repair icon and '''REPAIRING''' status) and will finish in 10 m. 55 sec.  
  
= Syntis repair module =
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=== Syntis Repair Modules ===
The Syntis repair module is exclusive to the Syntis. All ships can be repaired when in orbit of a planet with a shipyard, but the Syntis repair module enables a Syntis ship to repair itself anywhere. While activated, the ship's armour is gradually repaired until fully restored.
 
  
== Stats ==
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[[Syntis]] players have the additional option of installing unique self-repair modules on their ships, allowing Syntis fleets to repair themselves anywhere without needing a Shipyard. When activated via the Control Wheel, the fleet's armour is gradually repaired until fully restored, just as a Shipyard would do.
  
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Repair modules will repair all damaged ships in a fleet, even those without repair modules installed. Their effects also stack, meaning multiple active repair modules will restore a damaged fleet more quickly. Syntis repair modules have no effect while in [[Fleet Battles]], but can continue to repair if the fleet is under fire from an [[Orbit Defense System]].
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<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CG%2CH%2CI%2CJ%20ORDER%20BY%20K%20ASC&key=1lVPDJBmP-gb7OL3E2VD0L5u6MH-Nb_L9e918rsCQALM&gid=1467121176</datatable>
 
<datatable>https://spreadsheets.google.com/tq?tqx=out:csv&tq=SELECT%20B%2CC%2CD%2CE%2CF%2CG%2CH%2CI%2CJ%20ORDER%20BY%20K%20ASC&key=1lVPDJBmP-gb7OL3E2VD0L5u6MH-Nb_L9e918rsCQALM&gid=1467121176</datatable>
  
=== Definitions ===
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==== Definitions ====
  
* <b>Level</b>: the tech-level
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* '''Name''': The module's name.
* <b>Research</b>: the technology that must be researched to unlock this item for use
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* '''Level''': The module's tech-level.
* <b>Size</b>: <b>S</b>mall, <b>M</b>edium or <b>L</b>arge
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* '''Research''': The technology that must be researched to unlock this module for use.
* <b>PC (Power Consumption MWt)</b>: quantity of ship's power that will be consumed
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* '''Size''': '''S'''mall, '''M'''edium or '''L'''arge.
* <b>Repair Rate</b>: HP repaired per second (while repair mode is activated)
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* '''PC''': [[Ship Power]] consumption in MWt.
* <b>Fa (Farsu)</b>: cost in farsu (added to ship total farsu cost)
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* '''Repair Rate''': HP repaired per second while repair mode is activated.
* <b>Credits</b>: cost in credits (added to ship total credit cost)
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* '''Fa''': Module cost in [[farsu]] (added to ship total build cost).
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* '''Credits''': Module cost in [[credits]] (added to ship total build cost).
 
* <b>Build</b>: build time in seconds (added to ship total build time)
 
* <b>Build</b>: build time in seconds (added to ship total build time)
  
 
[[Category:Core Mechanics]]
 
[[Category:Core Mechanics]]
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[[Category:Game Controls]]
 
[[Category:Ships and Fleets]]
 
[[Category:Ships and Fleets]]
 
[[Category:Syntis]]
 
[[Category:Syntis]]
 
[[Category:Ship_Parts]]
 
[[Category:Ship_Parts]]
[[Category:Need expanding]]
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[[Category:Need verifying]]
 
[[Category:Pages with Google Sheets]]
 
[[Category:Pages with Google Sheets]]
 
[[Category:Need updated Google Sheet]]
 
[[Category:Need updated Google Sheet]]

Revision as of 17:30, 2 February 2020

Ship Repair is necessary in order to restore damaged Armour of the player's ships and fleets.

Overview

At Shipyards

Repairing.png

All of a player's fleets can have their armour gradually repaired while in orbit of a colony with a Shipyard, via the fleet repair icon (the wrench symbol on the right of the Fleet Control Wheel). The repairing fleet must stay in orbit while repairs are ongoing, and the Shipyard must be functioning normally (it must be powered and staffed, not upgrading or being dismantled, etc.). A Shipyard may repair existing fleets while constructing a new ship.

Ship repairs do not consume any resources, but simply take time to complete. Any hull damage will be repaired at a fixed rate, determined by the Tech level of the Shipyard; higher-Tier yards can repair damaged fleets more quickly. In the example image above, one of the player's fleets is in orbit of a planet they control, with a Shipyard built. Repairing is currently in progress (denoted by the lit-up repair icon and REPAIRING status) and will finish in 10 m. 55 sec.

Syntis Repair Modules

Syntis players have the additional option of installing unique self-repair modules on their ships, allowing Syntis fleets to repair themselves anywhere without needing a Shipyard. When activated via the Control Wheel, the fleet's armour is gradually repaired until fully restored, just as a Shipyard would do.

Repair modules will repair all damaged ships in a fleet, even those without repair modules installed. Their effects also stack, meaning multiple active repair modules will restore a damaged fleet more quickly. Syntis repair modules have no effect while in Fleet Battles, but can continue to repair if the fleet is under fire from an Orbit Defense System.

ImageNameLevelResearchSizePCRepair RateFaCredits
Syntis Repair Module1Specialized Space ForcesM00.10200300
Syntis Enhanced Repair Module2Tactical Space ForcesM00.301,0002000

Definitions

  • Name: The module's name.
  • Level: The module's tech-level.
  • Research: The technology that must be researched to unlock this module for use.
  • Size: Small, Medium or Large.
  • PC: Ship Power consumption in MWt.
  • Repair Rate: HP repaired per second while repair mode is activated.
  • Fa: Module cost in farsu (added to ship total build cost).
  • Credits: Module cost in credits (added to ship total build cost).
  • Build: build time in seconds (added to ship total build time)