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Year

25

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164

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01:23:37

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Last Updated: Year 24 Day 343
Repair: Field Repairs

Field repairs are "best effort" solutions to conducting routine maintenance and patches on damaged ships.

In addition to a character conducting field repairs directly, a character's repair skill can serve as a force multiplier in leading NPCs and droids that do the actual repair work, whereas the repair skill of the NPCs and droids impact how much damage gets repaired per action.

1.1.1/ Characters

Characters can choose to conduct repairs directly, thus reaping the full benefits of their skill set.

To initiate a field repair action directly:

  • Character must be equipped with a toolkit
  • Character must not be performing any other actions

1.1.2/ NPCs

Sentient beings are versatile, and many follow career paths that allow them to specialize in field repairs. NPCs receive the benefit of half of their repair skill rounded up.

To utilize an NPC for field repairs:

  • You must have one of the following accesses to the NPC:
    • Be the owner
    • Be the manager
    • Be the supervisor
    • Have NPC assign privileges if owner is a faction
  • The NPC must be equipped with a toolkit
  • The NPC must not be performing any other actions

1.1.3/ Droids

Droids excel at automating tasks that follow rigid guidelines and have standard operating procedures. As such, droids get the full benefit of their repair skill during field repairs. Additionally, they do not require toolkits, since droids come with the appropriate extensions.

To utilize a Droid for field repairs:

  • You must have one of the following accesses to the Droid:
    • Be the owner
    • Be the manager
    • Be the supervisor
    • Have Droid assign privileges if owner is a faction
  • The Droid must not be performing any other actions

1.2.1/ Character

Characters can control a limited amount of repair actions.

Equations
Max Repair Actions = 6 + ([Repair Skill] * 2)

1.2.2/ Ships

Smaller ship classes (Cargo Containers, Satellites, Fighters, and Gunboats) are all repaired while the player and the ship are in a docking bay or on the planet surface.

Larger ship classes (Heavy Freighters, Corvettes, Frigates, Capital Ships, and Super Capitals) are repaired from within any rooms of the ship to be repaired.

Light Freighters are a special class that can be repaired either internally or externally.

To perform a field repair on a ship:

  • You must have one of the following accesses to the Ship:
    • Be the owner
    • Be the commander
    • Be the pilot
    • Have Ship assign privileges if owner is a faction
    • The Ship's owner must have you listed as friendly on their IFF
  • The Ship must be in need of hull repair, ionic recharge, or ionic recovery
  • The Ship must not be performing any other actions
Ship Class Repair Perspective Max Concurrent Repair Actions
Cargo Container External 1
Satellite External 1
Fighter External 1
Gunboat External 1
Light Freighter External/Internal 2
Heavy Freighter Internal 4
Corvette Internal 4
Frigate Internal 8
Capital Ship Internal 10
Super Capital Internal 12

1.2.3/ Rooms

Rooms have their own repair limitations, further restricting character or ship class limitations.

Note
A room may only accommodate 1 repair action(s) at a time.

1.2.4/ Examples

Example

Player A is onboard an MC-30b corvette with a repair skill of 1. Although the player can control 8 concurrent field repair actions, the MC-30b corvette can only have 4 concurrent repair actions due to its class limitation. The MC-30b also has 14 different rooms, which can each have only a single repair action at a time- for a total of 14 across all rooms.

Ultimately, the most limiting factor is the ship's class limitation of 4 field repairs, which can be handled across 4 different rooms. This leaves Player A with a remainder of 4 field repair actions that they can manage. As an additional example, these remaining actions can be used to repair other ships, to include starfighters within the MC-30b docking bay, a light freighter squadded with the MC-30b from within one of its rooms, or even a capital ship that you left behind elsewhere.

Hull is repaired using Ship Parts as a consumable item. In order to start a repair action, ship parts must be available in the same room where the repair work is being initiated. The ship parts may be carried by the NPC, uncrated on the floor, or crated in the same room or any storage room aboard the ship (Checked in that order).

The repair amount uses the repair skill of the NPC or Droid.

Equations
Hull Repaired = 10 * (ceil([Repair Skill] * [Repair Factor]) + 1)

Repair factor for characters and droids is 1, and repair factor for NPCs is 0.5

2.2.1/ Maximum Hull Repaired

Field repairs can only repair so much damage to a hull.

Equations
Max Hull % = ceil(70 + ([Repair Skill] * 4))
Repair Skill Level Maximum Hull Repair Percent
0 70%
1 74%
2 78%
3 82%
4 86%
5 90%
Example
Player A has a repair skill of 4 and is repairing the hull of a CR-90 Corvette. The corvette has 1000 hull points. Player A can repair a maximum percentage of 86% on the corvette's hull, which translate to 860 hull points.
Note
Ships with damaged hull will not display for repairs unless the hull falls below the character's max hull repair threshold.
Note
A repair action takes 30 Minutes.

Each repair action costs 1 Ship Parts.

Ionic capacity is restored using Portable Power Generators as consumable items. In order to restore ionic capacity, a portable power generator must be available in the same room where the recharge work is being initiated. The generator may be carried by the NPC, uncrated on the floor, or crated in the same room or any storage room aboard the ship (Checked in that order).

There are two methods to repair ionic capacity:

  1. Ionic Recharge: Recharging an ionic capacitor that is still operational.
  2. Ionic Recovery: Recovering an ionic capacitor that has been completely disabled.

3.1.1/ Recharge Amount

The recharge amount uses the repair skill of the NPC or Droid.

Equations
Ionic Capacity Recharged = 10 * (ceil([Repair Skill] * [Repair Factor]) + 1)

Repair factor for droids is 1, and repair factor for NPCs is 0.5

3.1.2/ Recharge Time

Note
A recharge action takes 30 Minutes.

3.1.3/ Recharge Cost

Ionic recharge costs 1 use of a Portable Power Generator.

3.2.1/ Recovery Time

Note
A recovery action takes 2 Hours.

3.2.2/ Recovery Cost

Ionic recovery consumes completely charged Portable Power Generators. When a ship's ionic capacity gets recovered, it gets 10% of its capacity. The amount of generators required to recover an ionic capacitor depends on ship class:

Ship Class Power Generators Required
Cargo Container 1
Satellite 1
Fighter 1
Gunboat 1
Light Freighter 2
Heavy Freighter 4
Corvette 8
Frigate 16
Capital Ship 24
Super Capital 48

Once you initiate field repairs, the activity will repeat itself automatically upon completion of each action. The repeat stops when at least one of the following conditions is met:

  • The appropriate consumable item runs out
  • The player aborts the action
  • The worker gets killed
  • The ship undergoing repairs gets destroyed
  • The ship flies away from its repair worker (in the case of ships repaired externally)
  • The worker or droid are no longer owned, managed, or supervised by you; or you lose faction inventory privileges necessary to access the worker or droid
  • The ship is repaired to or beyond the maximum you can repair the hull to
Important
Simultaneous and recurring field repairs may result in the possibility of repairing or recharging a zero amount if another action puts the ship's hull/ionic above a player's repair threshold, thus wasting consumable items and your time.

You may abort field repairs at any time from the associated room by returning to the Actions->Field Repairs page and clicking "Abort", but any ship parts or portable power generators that were used will not be refunded.

Image NPC Type Base Repair Skill
Worker0

NPCs can have their repair skill increased by allocating skill points.