thought about why a repair ship is just capable of popping bots/bats out or transfering them (unless i missed something).
Thought on an "only for repairships"-gun/turret like bombers already have, which would use bots/bats as ammunition and repair other ships more efficient than regular use of bots/bats.
Would make sense that such a weapon is more like the tractorbeam than pulsed-weapons.
So beeing a "repairman" could also be profitable in a way of repairing a ship with 5 bots, where maybe 15 were used by regulary use, cause i don't think people pay a "repairman" when they can kill some NPCs or buy bots at lower price on a station/planet (cause repairman need to offer bots for higher prices in a business understanding manner or at least billing an extra fee for the mobile service).
Another thought is, why the high bats anyway, repairs are only bots-related unless a repairship is also able to transfer shieldrestoring energy. Now it would be possibility to combine them in one "weapon" or splitting to two, similiar to weapons that do most shield OR most hull damage, but since a repairship only has 3 mounts, it wouldn't make sense to split them regarding to capability of selfdefense.
I think caring about such kind of bonus to repairships would add an interesting RP part to sirius.
Edit: i hope this is in the right section, and comments are appreciated.
Found any (and you might find many) mistakes? Keep them, or send me a PM with correction to help me to improve my english!
Yeah...I've been wondering the same thing...I have a dusty, old, ugly, repair ship that sits on Malta all day and all night because it's almost useless...if you take it into battle, you use alot of the bots and bats yourself just to keep yourself alive.
And Then; if you're a dropper, you run the risk of having the enemy pick up the dropped cargo before your ally.
If you trade window them; you run the risk of not being fast enough and what not and your ally blows up in mid-trade.
Ideas: Modify the repair ship to have 2 special missile turret spots, create two special missile turrets that use the bots and bats as ammo, create the damage to be repairing instead of damaging (if possible)
Idea 2: Think of something please. Make the repair ship....well...usefull...
It's not impossible, there's a couple other mods that have a "repair gun". It doesnt use up bats/bots, but it repairs hull and (I think) shield strength on the target you shoot it at, at the cost of energy.
It would definitely make repair ships much more usable in pvp battles. I'm not sure we can 'restrict' the weapon to one type of ship though... but if anything, CSV's / Repair Ships / Collectors should all be able to use them.
I had proposed making very large mining "barges" that would be unable to dock planetary docking rings, use trade lanes or thrusters and that had a very low 15mps impulse speed but vast cargo space. They would be lightly shielded and gunned but heavily armored and it would provide employment for repair ships as well as role play for Lifters, Repair Ships and Traders/Miners.
A repair gun you say, it seems pretty straight forward negative damage output... if someone else has it it can be done..
Here is your teammate fighting and dodging, now you try to hit him with a repair turret?
it should be done... but only for the repair ship.
Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.
Negative damage input results in an immediate crashing of the game upon firing the weapon, or it simply has no effect or it blows up the enemy ship in one go. Something along those lines (Sleepy >.<)
There are ways to do it, would need to contact the other mods though to find out how. No use saying we should and then sitting around doing nothing:P
Quote:it should be done... but only for the repair ship.
the only way to do that would be to make it a class 7 transport turret, in which case it would be available to all other transport class ships. You -could- make it one of those weapons that comes pre-equipped on certain ship types, but people would still be able to buy the ship for the guns, then put them on another ship later.
Plus, that doesnt solve having it available to junker CSV's and Collectors, which are both detailed as small repair service craft in addition to fighter/freighter craft =P
Then again... are there any class 6 turrets in the game? I dont think there are... class 7 are used for transports, 8/9/10 for caps, 1-5 for fighters/bombers/freighters... If we could make these weapons a class 6 turret and add the hardpoints to certain ships, then only they would be able to use them.
There would have to be several types though, all class 6 but with different stats:
1. Light Repair Beam: low energy cost, but low repair over time. This would be what you'd equip on CSV's/Collectors/etc.
2. Heavy Repair Beam: high energy cost, high repair over time. This would only work on ships with transport-class powerplants or above due to energy drain.
The issue is still there though - all transports in the game can equip class 5 or below turrets - so they'd be able to equip class 6's as well.
Unless... is there some way to make it so a ship cant equip a certain level of turret? I know that cruisers cant use gunboat turrets, and battleships cant use cruiser turrets...
Well I thought about making the negative numbers on guns damage, but I see you guys already brought up that idea. And I see it doesn't work. Is that tested?
I wrote a really funny FL story, but it disappeared when the old forum went away. So, no lulz for you today.