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Repair Ship
From Discovery Wiki
Article possibly outdated (
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 17.01.2013 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
v4.86
)This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 17.01.2013 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
Repair Ship | |
Ship Class | Freighter |
Built by | Civilian |
Technical information | |
Guns/Turrets | 0 / 3 |
Opt. weapon class | 4 |
Max. weapon class | 4 |
Other equipment | None |
Hull strength | 18,800 |
Max. shield class | 7 |
Cargo space | 350 units |
Nanobots/Batteries | 4000/4000 |
Max. impulse speed | 80 m/s |
Max. thrust speed | 169 m/s |
Max. cruise speed | 350 m/s |
Power output | 15,000 u |
Power recharge | 2,000 u/s |
Additional information | |
Ship price | $2,745,000 |
Package price | $3,031,750 |
With the hazards of business, commerce, expansion, and exploration, ships sustain damage. These units are part of the damage control team.
Handling
Outdated Review (4.86) |
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Review (4.86)
The Repair Ship is a specifically pigeon holed ship. Once you've bought this ship there is only one thing you can do that’s within reason and logic; Repair and Service. This ship is very good accessory for factions willing to give up the time and money to use them as an alternative site of repair. The repair ship only has one factor that allows it to even be considered to be used for it's purpose. It has single highest capacity for nanobots and shield batteries ever recorded on a single vessel in Sirius. An enormous 4000 of each can be traded between pilots for the person in need of repairs to use.
Error creating thumbnail: Unable to save thumbnail to destination Review by Chad Jones |
Outdated Review (4.86) |
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Review (4.86)
The Repair Ship is an underappreciated ship. Its can be used by almost any faction (Even Das Wilde or Aoi Iseijin). An unprecedented 4000 bats and bots is nearly enough to replenish a Jinkusu from empty twice. No one wants to fly it, but every faction wishes they had one in the middle of a fight. These often become a faction-shared account because with 4k bats/bots, you're looking at 1,600,000 credits every time you get blown up. The usefulness of the repair ship cannot be denied, but some would argue that it is not worth sacrificing one fighter of ten to play medic.
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Outdated Review (4.86) |
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Review (4.86)
As a civilian ship, this ship is available to everyone, and it can be extraordinarily useful either for escorting traders, using its nanobots and shield batteries to keep them alive until they reach their destination, or for supporting your side in conflict. As alluring as the thought of a 100k shield sounds on this ship, you're better off using the 35k shield, both for the reduced energy drain and for its ability to restore more quickly after failing. Its firepower is pretty limited, with 2 turrets firing forwards and one turret firing backwards, so it can't reliably kill things, however as transport turrets these mounts can still be used to support your allies. Error creating thumbnail: Unable to save thumbnail to destination Review by TLI-Inferno |
Hardpoints
Purchase Includes
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