Last Updated: Year 16 Day 123
- The person starting repair must be in the following location:
- Facilities: Must be standing outside and near the facility.
- Vehicles: In a hangar bay of any entity.
- Ships: In a docking bay of any entity, or in the entrance room of any repair capable space station.
- Stations: In the entrance of the space station.
- Droids: Must be at the same location as the droid.
- Facilities, Vehicles, Ships, and Space Stations: There must be enough raw materials to repair. Repair will halt if any of the following occurs:
- Raw Materials are in transit when the repair cycle ends.
- There are not enough raw materials at the end of a cycle or to begin a new cycle.
- Raw materials are no longer accessible.
- The owner of the entity must have enough credits to repair. Repair will halt under the following conditions:
- There are not enough credits at the end of a cycle or to begin a new cycle.
- You must be the owner or assigned operator/pilot or manager/commander of the entity to start repair.
- You must have at least one NPC of the correct type. If the total NPCs repairing drops below one repair will halt.
- Droids: You must have droid parts contained inside of a toolkit.
To start Repair:
- Select the raw material piles. They appear at image reference #1. You can press [select all] to select all of the raw materials. To expand the raw material list, click on the material name.
If you want to see the requirements or additional information, click on the name of the entity you will repair to expand the drop down, as seen in image reference #3.
- Select the workers that you want to use individually or with the select all button. See image reference #2.
- Finally you will click the repair button that is on the entity you want to repair. See image reference #3.
To halt repair:
Click the halt button on the entity you wish to halt repair on. See image reference #4.
This section refers to "workers" in the sense that they are NPCs who work on the repairs - not the "Worker NPC" type.
In order to repair a facility, you must have at least one builder NPC at your location. It may be in your party. The current maximum number of builders you can use is 10
In order to repair a space station, ship, or vehicle, you must have at least one worker at your location. It may be in your party. The current maximum number of workers you can use is 10
- Raw materials to be used in repairing must be stored as follows:
- Facility Repair: Raw materials must be stored in any entity that can hold raw materials within the city.
- Vehicles, Ships, Space Stations: Raw materials must be at the same location as the containing entity or entity itself.
- If the raw materials are owned by a character, the player starting repair must be the owner.
- If the raw materials are owned by a faction, the player starting repair must be in the owning faction and have Manage Materials privileges.
- Raw materials must remain stationary and accessible to the entity being repaired.
Repairing damaged entities requires a combination of time, resources, and NPCs. Before a person can start repair, they need to ensure that they have provided for all the necessary conditions. Once repair has begun, the person who initiated it may leave and go about their business as usual, without needing to constantly monitor the progress of the action. Once a repair job has been completed, the person who initiated repair will be sent a message to inform them that the action has been completed.
The person who initiated repair, the owner of the entity, and any individuals with the correct inventory privileges can halt repair. Aborting repair will end the repair job and free all NPCs involved for reuse. Due to the nature of repair, there will be no materials returned as materials are consumed at the end of each repair cycle.
Repair works in a step/cycle fashion. This means instead of one large chunk from start to finish, it divides the full duration into segments referred to as cycles.
Time is calculated by several formulas:
If the remaining hull is less than the amount of hull points restored per cycle:
If the remaining hull is greater than the amount of hull points restored per cycle
= max ([US
- CT = Time for one cycle in seconds
- UR = Remaining hull units to be restored
- US = Hull units per cycle to be restored
- TU = Time to restore one unit of hull in seconds
- SR is stochastic rounding
Remaining hull units are the remaining units of hull that still need to be restored.
- UR = Remaining hull units that need to be restored.
- Hmax = The maximum amount of hull the entity can have.
- Hcurrent = The current amount of hull the entity has.
Time Unit is a the amount of time it takes to restore one hull point.
= (R / 48 (1 - M / 50)W
1.2 (86400)) / Hmax
- TU = Time to restore one unit of hull in seconds.
- R = Total units of raw materials required to build entity.
- M = Player's Management skill.
- W = Total number of workers used.
- Hmax = Maximum amount of hull units an entity can have.
Hull units per cycle refers to the amount of hull points that will be restored per cycle.
If the Time Unit is more than 1800 seconds:
If the Time Unit is less than 1800 seconds:
= abs(1800 / TU
- US = The amount of hull units restored per cycle in seconds.
- TU = Time Unit, the amount of time it takes to restore one unit of hull.
The cost of repair varies entity to entity. The same entity can cost considerably more or less than the exact same type of entity. An amount of credits is charged at the end of every repair cycle. Think of it as the NPC wages for their work on the project.
This is the same equation that is used for raw material usage too. Just replace the total raw material cost with the total amount of a specific raw material to build the entity.
C = [RC
- C = Cost per cycle in credits
- RC = Total raw material cost of the entity.
- Hmax = The max hull points for the entity.
- US = Units of hull restored per cycle.
- SR is Stochastic Rounding
5 XP is rewarded for repair actions. This is only rewarded if the repair ends naturally by completing. If the repair is halted manually or ends prematurely due to other issues, no XP is rewarded. The XP is received by the individual who initiated repair.
Shields recharge at a rate of 2% of the maximum shield value per hour.
If maximum shields are 2000, 2% of 2000 is 40 points. Therefore, the shields will recharge at the rate of 40 points of shielding per hour.
Ionic capacitance recharges from damage every hour at a rate of 2% of the maximum capacitance.
If maximum ionic capacitance is 1000, 2% of 1000 is 20 points. Therefore, the capacitance will recharge at the rate of 20 points of ionic capacitance per hour.
- Maximum Ionic Damage: When a station/ship/vehicle receives damage that lowers the ionic capacitance below zero, the ionic capacitance can go into the negatives up to equal the maximum ionic capacitance.
A ship with 1000 ionic capacitance can receive damage up to -1000 ionic capacitance.
- Immobilization: A station/ship/vehicle that receives damage that makes the ionic capacitance go below zero becomes immobilized, and all systems become non-functional.
A ship with a maximum ionic capacitance of 1000 receives 1056 points of ionic damage. The ship's ionic capacitance is then -56, making the ship immobile and all systems non-functional until the ionic damage dissipates.
- Destruction: If a station/ship/vehicle receives more damage than beyond double the maximum ionic capacitance, it is destroyed due to all systems being damaged beyond repair.
A ship with a maximum ionic capacitance of 1000 receives 2056 points of ionic damage. The ship's ionic capacitance is then 56 points beyond the maximum of 2000 points allowed. All systems are damaged beyond repair and the ship is destroyed.
Droid repair is identical in function to healing with bacta refills inside of a medikit. It is started via the equipment page. You must be at the same location and have droid parts contained within a toolkit.
H = 10 (RS
- H = Hull restored
- RS = Character's repair skill