Archive through December 22, 2010

Star Fleet Universe Discussion Board: Federation & Empire: F&E INPUT: F&E Proposals Forum: Repair Modules for Bases: Archive through December 22, 2010
By Thomas Mathews (Turtle) on Monday, December 20, 2010 - 11:48 am: Edit

(4RM.0) Repair Modules

(4RM.1) Operation: Repair modules add 1 point of repair to any non-X Base Station (440.0) or Operational Base (453.0) that they are installed on. X-Base Stations are assumed to have the extra repair capacity built into them during their conversion to an X-base.

(4RM.2) Repair: Normal repair rules (420.0) are followed except as modified by (444.12) or (453.12). Written records would be required for any partially repaired unit. Also if the partially repaired unit left the hex for any reason then all accumulated repair points would be lost along with the EPs.

(4RM.3) Construction: Each Repair Module costs 2 EPs. Construction and delivery of Repair Modules follow (441.42). Delivery of Repair Modules follows (441.42). This is treated as Mission J4 (509.1-J4).

(4RM.DN) Designer's Notes: These rules are based on Fighter and PF Modules(441.4), (441.5) Power Modules, and notes in Base Stations (444.12) and Operational Baes (453.12)

By Thomas Mathews (Turtle) on Monday, December 20, 2010 - 11:51 am: Edit

Repair Modules are not available until Spring Y171.

By Chuck Strong (Raider) on Monday, December 20, 2010 - 05:56 pm: Edit

TM:

IIRC there is an existing reference to repair modules in either AO or PO. It would be helpful to ADB to list that reference here also.

Need to specify LIMITS on each base type and where they are mounted (ie module positions); see SFB R-section rules.

How does this interact with plasma ship repairs?

By Thomas Mathews (Turtle) on Monday, December 20, 2010 - 07:28 pm: Edit

awww rats. lol. I knew I was forgetting something, aka the SFB reference. I will post a major revision to include those things tomorrow night or early weds as I'm working my compressed shifts now.

By Michael Parker (Protagoras) on Tuesday, December 21, 2010 - 11:37 am: Edit

The Repair module is mentioned in SO Pg 4 (453.12) for the allowed modules for an Operational base.

I believe this is the only mention of a Repair module in F&E.

By Thomas Mathews (Turtle) on Tuesday, December 21, 2010 - 11:43 am: Edit

MP in regard to only mentioning repair modules on op bases you are incorrect. there is also mention of them in base station rules.

By Douglas E. Lampert (Dlampert) on Tuesday, December 21, 2010 - 10:14 pm: Edit

If this rule is added I think I'd prefer to declare that on the Plasma side of the galaxy all BATS start equiped with repair modules when the empire enters the war, and then eliminate the plasma exception.

The modules then simply become the explanation of HOW the plasma side was always able to manage to repair one more point than the non-plasma races.

By Chuck Strong (Raider) on Wednesday, December 22, 2010 - 02:32 am: Edit

D.E.L.:

"IF" that is possible with the existance of fighter modules I could see your point -- we will need to see if that is possible within the SFB rules.

IOW can you have BOTH fighter modules AND repair modules mounted at the same time?

By Thomas Mathews (Turtle) on Wednesday, December 22, 2010 - 07:15 am: Edit

That is not possible with in the SFB rules.

Here's a break down of bases, module positions, and the assumed at start module types at the start of the General War.

Base Type # of Module Positions Existing Modules Open Module Positions
Mobile Base 2 None Installled 2
Operational Base 2 None Installed 2
Base Station 3 2 Fighter Modules 1
Battle Station 3 2 Fighter Modules 1
Sector Base 3 2 Fighter Modules 1
Star Base 6 4 Fighter Modules 2


X-Bases have the same number of module positions as there non X-Base counterpart.

Generally, when PF's become available each Base Station, Battle Station and Sector Base loses their open module position for a PF Module. Starbases lose both remaining open module positions to house their 2 PF flotillas.

By Thomas Mathews (Turtle) on Wednesday, December 22, 2010 - 07:17 am: Edit

Revised Repair Module Rules

(4RM.0) Repair Modules

(4RM.1) General: Repair modules are used to increase the repair capacity of certain bases. They are the size of fighter or PF modules and take the same docking position as a fighter or PF module on the base in question.
(4RM.11) Effects: Repair modules add 1 point of repair to any Size Class 3 base that they are installed on. There is no increase in the repair capacity of a Size Class 2 or larger base. Written records would be required for any partially repaired unit. Also if the partially repaired unit left the hex for any reason then all accumulated repair points would be lost along with the EPs spent.
(4RM.12) X-Bases: X-Bases of Size Class 3 have their repair capacity increased by the one point in the same manner as a non X-base (4RM.11). X-Bases of Size Class 2 or larger do not have their repair capacity increased.
(4RM.13) The Plasma Repair Exception rule (420.423) is not affected by the presence of a repair module.

(4RM.2) Cost: Each Repair Module costs 2 EPs. They can be built at any starbase and stored there until moved by (4RM.3).

(4RM.3) Delivery: Repair Modules can be delivered by a Tug, LTT, or any single Theater Transport with a U factor following the procedure outlined in (441.42). The delivery of modules is defined as mission J4 (509.1-J4).

(4RM.4) Deployment Maximums: Only 1 Repair Module can be deployed per Size Class 3 base. This module uses one of the three modules allowed on a base station (441.431), or one of the two module positions on a mobile base (441.434) or operational base (453.12).

(4RM.5) Availability: Repair modules are available beginning in the spring of Y171.

(4RM.DN) Designer’s Notes: These rules are based on Fighter and PF Modules (441.4), Power Modules (441.5) and notes in Base Stations (444.12) and Operational Bases (453.12) and the actual SFB Repair Module (R1.32B). Repair Modules make for faster repairs on the larger bases. On the smaller bases, the increase in cargo boxes it what makes for the increased repair capacity. Repair Modules have YIS of Y165 according to G3.

By Thomas Mathews (Turtle) on Wednesday, December 22, 2010 - 07:47 am: Edit

The Plasma Repair Exception is based on a couple of things. SVC and SPP can correct me if my assumptions are incorrect.

1. The Gorn Romulan, and ISC heavy cruisers have roughly the same number of boxes on their SSDs as the heavy cruisers of other empires. Thus they require the same amount of spare parts to repair. There factors are based on the cruch factor of their weapons and their ability to take (Gorns and ISC) or avoid damage (Romulan Cloaking Device) in the tactical evnironment.

2. The repair capacity of bases is based on the number of cargo boxes, not the number of repair boxes.

It has been stated in (444.12) that Base Stations get an increase in repair capactiy in 171 from 2 to 3 points through the use of the repair module. It is also stated in (453.12) than an Operational Base may carry 1 repair module.

Keep in mind that while F&E is a turn based game and repairs are conducted at certain points with in that turn for each side, in real time repairs would be conducted throughout the 6 month time frame as needed and as spare parts are available.

I have an excel spreadsheet where I charted out this. However I'm having trouble formatting the table to show it in an easy to read way.

edit:

If you eliminate the Plasma Repair Exception then Sector Bases which have 6 points of repair avaialble to them will not be able to repair any heavy dreadnaught ala the Plasma Repair Exception rule. See (452.12).

By Thomas Mathews (Turtle) on Wednesday, December 22, 2010 - 08:46 am: Edit

Here's my excel table

Base Size Class F&E Repair Repair Boxes Cargo Boxes % of Cargo to Repair Repair Boxes w/ Repair Module Cargo Boxes w/ Repair Module % of Cargo to Repair
Base Station 3 2 301033.33% 36 16 44.44%
Battle Station 2 4 75 12 16.00% 81 18 22.22%
Sector Base 2 6 75 40 53.33 81 46 56.79%
Star Base 1 16 180 56 31.11% 186 62 33.33%
FRD 2 12 52 28 53.85%


I included the FRD wihtout a repair module for additional comparison. Note the FRD is designed with repairs specifically in mind and as a "single function" unit the repair capacity does take advantage of that.

As you can see the biggest apparent reason for the increase of 1 repair point for the base station is that the number of cargo boxes increases the storage capactiy of spare parts for needed repairs. On larger bases the effect is not as dramatic and as such does not appear to justify an increase in repair capactiy.

As with all things F&E compormises will have to be made between repair capacity or EW or PFs.

By Michael Parker (Protagoras) on Wednesday, December 22, 2010 - 10:01 am: Edit

Although repair modules on BATS would mostly eliminate the need for the plasma exception numbers wise I think Thomas makes a good point about WHY the exception exists in the first place.

By Chuck Strong (Raider) on Wednesday, December 22, 2010 - 04:09 pm: Edit

My thought is that we may need to leave the plasma exception as is. Rational: We would need to drop the plasma exception (and the associated repair module) to those bases that keep all their fighter modules AND add PF modules later in the war.

By Steve Cole (Stevecole) on Wednesday, December 22, 2010 - 04:44 pm: Edit

I think we already did these rules a while ago.

By Thomas Mathews (Turtle) on Wednesday, December 22, 2010 - 05:19 pm: Edit

I can't find the repair module rules in the compendium or in any of the rules. There are rules for fighter and PF modules and power modules in Advanced Operations. See (441.4) and (441.5).

By Chuck Strong (Raider) on Wednesday, December 22, 2010 - 05:34 pm: Edit

I do know that we have proposed aux repair ship rules that we published in Captains' Log a few years back but I am unaware of any playtest versions for repair modules.

By Thomas Mathews (Turtle) on Wednesday, December 22, 2010 - 05:41 pm: Edit

Here is a breakdown of system types by empire's CA's.

Ship Total Shield Boxes Total Power Boxes Total Weapons Boxes Total Command Boxes Total Other boxes Total Boxes F&E Factors
Fed CA+ 150 40 15 6 58 269 8/4
Klingon D7K 140 42 16 5 50 253 8/4
Romulan FH 163 45 15 4 47 274 10/5
Kzinti BC 152 41 20 7 57 277 8/4
Gorn BC 150 42 14 6 56 268 10/5
Tholian C 180 34 16 5 52 287 8/4
Hydran DG+ 163 47 12 6 50 278 9-8(1.5)/4(1.5)
Hydran RN+ 163 41 12 6 56 278 6-8(4.5)/3-4(2)
Lyran CA+ 143 41 16 8 55 263 8/4
ISC CA 162 42 23 6 55 288 10/5


Total power boxes includes batteries
Total weapons boxes include heavy weapons, phasers, drones, webs, add launches, etc.
Total Command Boxes are all command boxes on the SSD
Total Other Boxes are anything not included in the above to include sensor, scanner, damage control, excess damage, etc.

As you can see from the totals and factors the number of boxes between classes of ships is pretty narrow. Thus the Plasma Exception Rule.

From my earlier posts on bases and this one on CAs there is logical reason I can see that repair modules add a point of repair to a SC2 or larger base.

By Steve Cole (Stevecole) on Wednesday, December 22, 2010 - 05:49 pm: Edit

The rules have been around for a while, but somehow were never published. Not sure why they got "lost".

By Thomas Mathews (Turtle) on Wednesday, December 22, 2010 - 05:54 pm: Edit

I wrote


Quote:

From my earlier posts on bases and this one on CAs there is logical reason I can see that repair modules add a point of repair to a SC2 or larger base.




That should read


Quote:

From my earlier posts on bases and this one on CAs there is no logical reason I can see that repair modules add a point of repair to a SC2 or larger base.


By Steve Cole (Stevecole) on Wednesday, December 22, 2010 - 06:34 pm: Edit

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.

I'd want to see some limits on these like limiting construction to no more than say three or four per turn.

By Chuck Strong (Raider) on Wednesday, December 22, 2010 - 07:03 pm: Edit

Data Points:

PRD-Major: cost = 3 EP; 12 repair points immobile
PRD-Minor: cost = 5 EP; 12 repair points immobile
PRD-Colony: cost = 7 EP; 12 repair points immobile
FRD: cost = 10 EP; 12 repair points plus mobile

By Thomas Mathews (Turtle) on Wednesday, December 22, 2010 - 07:21 pm: Edit

Addtional Data Points

Ftr Module 1+3 EPs (3 Fighter Factors at base rate)
PF Module 2+6 EPs (6 PFs for 12 Compot)
Power Module 2 EPs (allows Max Compot and Max EW)*

* Starbases and Stellar Fortresses require 2 Power Modules to use them effectively under the rules (441.51).

Thanks for additional information Chuck. I should have included that earlier.

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