Repair Modules for Bases

Star Fleet Universe Discussion Board: Federation & Empire: F&E INPUT: F&E Proposals Forum: Repair Modules for Bases
  Subtopic Posts   Updated
Archive through December 22, 2010  23   12/22 07:43pm
Archive through December 30, 2010  25   12/30 08:18pm

By Thomas Mathews (Turtle) on Thursday, December 30, 2010 - 08:55 pm: Edit

tugs can carry and install 4. they are roughly the same size and weight as fighter and PF modules.

By Thomas Mathews (Turtle) on Thursday, December 30, 2010 - 11:58 pm: Edit

Further comments to the ability of Tugs, LTTs and TTs to deliver and install repair modules. They must follow (441.421). Meaning they cannot leave the hex until the next operational movement phase. So you can't use one tug to deliver one a BATS and then move on to the next BATS in the same turn.

This restriction does limit the utility of using one tug to deliver 4 of them to separate bases.

By Michael Parker (Protagoras) on Friday, December 31, 2010 - 10:44 am: Edit

But a Tug upgrading a MB or BS to a BATS could build repair modules as part of the upgrade just as they can do with fighters modules now?

By Thomas Mathews (Turtle) on Friday, December 31, 2010 - 12:08 pm: Edit

MP, I will defer to Chuck and FEAR on that question for a definitive answer. My gut says yes the upgrading unit can build them as part of the upgrade. Adjust the cost of the upgrade appropriately for the module(s) built. However if there is a limit, then they would count against the limit.

By Thomas Mathews (Turtle) on Sunday, January 02, 2011 - 11:02 am: Edit

Notes on Module limits. There is no production limits on the number of Fighter, PF and Power modules that may be built and installed or stored under the (441.4) and (441.5) rules other than available funds. As a practical matter to prevent abuse I find Chuck's logic in limiting production of repair modules is sound, and I believe the limit should be 6 per turn by any means. This includes build and installation on Op Bases when an Op Base is built and a Starbase building and installing them on itself.

By Thomas Mathews (Turtle) on Tuesday, August 09, 2011 - 07:31 am: Edit

SCV wrote:


Quote:

I should point out that the last time these rules were discussed (off line, with a small group) the concern was that they have a dynamic effect. With a lot more repair capability, especially forward where it's actually useful, tactics change.




This is true, tactics will change with each new rule and/or unit introduced. The same applies to SFB and FC and any other game where new rules and units are introduced.

By Thomas Mathews (Turtle) on Tuesday, August 09, 2011 - 07:46 am: Edit

Changes:

(4RM.2) Cost

Each repair module costs 2 EP. They can be built at any starbase and stored there until moved by (4RM.3). A maximum of six (6) repair modules may be built each turn.

(4RM.5) Availability

Repair modules are available beginning in Y168. Base stations may not have repair modules added until Y171 under (444.12).

The cost change reflects the increase in crew and the training of the additional crew for the module. The availability specifically addresses when base stations can add them under the existing rules.

By Thomas Mathews (Turtle) on Sunday, July 29, 2012 - 01:06 pm: Edit

Something I forgot when I orginally wrote the rules.

Repair modules do not change the amount of repairs for purposes of Rapid Combat Repair (425.31).

By Thomas Mathews (Turtle) on Saturday, December 01, 2012 - 06:38 pm: Edit

SFB Point of Order: G3 lists the YIS date of the Repair Module as Y165.

By Thomas Mathews (Turtle) on Sunday, December 02, 2012 - 08:24 am: Edit

Copied from SIT General Discussion Thread


Quote:

By Chuck Strong (Raider) on Saturday, December 01, 2012 - 12:57 pm: Edit


RSM is too expensive at 2EP for one repair point.

REP UNIT COST REP PTS COST/REP PTS COMPOT
FRD 10 12 0.83 1-4/0
PRD(Major) 3 12 0.25 0-2/0
PRD(Minor) 5 12 0.42 0-2/0
PRD(Colony) 7 12 0.58 0-2/0
FRX 12 18 0.67 1-6/0
REP SHIP 5 8 0.63 0-1/0
REP POD 5 8 0.63 0/0
RSM (Proposed) 1 1 1.00 0/0



By Pete DiMitri (Petercool) on Monday, December 03, 2012 - 08:28 am: Edit

Hey Chuck,

Does the RSM have to be limited to one repair point? I don't have the SSDs handy, but I'm trying to figure out if it's ever really going to be worth it.

In any case, as I mentioned in the other thread, I think cost should be no more than .5.

By Chuck Strong (Raider) on Monday, December 03, 2012 - 11:50 am: Edit

The RSM just don't have enough SFB repair and cargo boxes to support more than 1 repair point in F&E. From my point of view I believe there is not enough abstractium for the handwavium to work get more than 1 repair point out of an RSM.

As stated elsewhere, paying 0.5 EP for an RSM is not unreasonable considering that they would need to be built at a shipyard and delivered via Tug/LTT/TT. In addition they could only be mounted in-place of fighter/PF modules so if someone wanted to forego adding FTM/PFM on their base but instead add an RSM then the player suffers the consequences if the bases is attacked and destroyed.

Bottomline: This is still a proposal and ADB has not made any decisions so we should continue to discuss the matter.

By Thomas Mathews (Turtle) on Monday, December 03, 2012 - 07:04 pm: Edit

See (444.12) for the major rule limiting RSMs to 1 Point of Repair.


Add a Message


This is a private posting area. A valid username and password combination is required to post messages to this discussion.
Username:  
Password:

Administrator's Control Panel -- Board Moderators Only
Administer Page | Delete Conversation | Close Conversation | Move Conversation