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Difference between revisions of "Ship Repair"

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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. If a damaged ship is upgraded at a Shipyard, it will also be fully repaired.  
 
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. If a damaged ship is upgraded at a Shipyard, it will also be fully repaired.  
  
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.
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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 are not required to repair higher tiers of Hulls (all Shipyards can repair any of the player's ships), but higher-Tier yards do 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 Repair Modules ===

Latest revision as of 20:15, 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. If a damaged ship is upgraded at a Shipyard, it will also be fully repaired.

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 are not required to repair higher tiers of Hulls (all Shipyards can repair any of the player's ships), but higher-Tier yards do 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)