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» The Economy
    Marketplace | Economy | Planetary Economy | Production | Repair | Research | Last Updated: Year 15 Day 231
  • The Person starting Repair must be in the following place:
    • Station/Facility Repair: Within the Station/Facility being repaired.
    • Ship/Vehicle/Droid Repair: Within the command room of a Factory/Shipyard.
  • There must be sufficient Raw Materials to Repair. See Repair: Raw Materials.
  • For Ship/Vehicle/Droid repair the Station/Facility must have enough slots available.
  • The Person starting Repair must be either the Owner, Commander or Pilot of the damaged entity.
  • The Entity being repaired must not be engaged in another action.
  • The Entity being repaired must not be in production.
  • The Entity being repaired must not be a wreck.
All ships may be repaired in shipyard space stations (see Stations Rules) if the ship is the length of the station or smaller (doesn't apply to stations 3km or larger). Factories and factory stations are limited to ships less than 80 metres in length. All Boats and Submarines are repaired in Naval Shipyard facilities. All other ships, vehicles and droids are repaired in factories or factory stations.
Note
This section refers to "workers" in the sense that they are NPCs who work on the repairs - not the "Worker NPC" type.
1.2.1/ Facilities
In order to Repair a Facility, you must have at least 1 Repairman in your party, with a maximum of 10.
1.2.2/ Stations
In order to Repair a Station, you must have at least 1 Repairman in your party, with a maximum of 25.
1.2.3/ Ship
In order to Repair a Ship, you must have at least 1 Repairman in your party, with the maximum dependent upon the amount of damage and the size of the entity as per the Production rules.
1.2.4/ Vehicles
In order to Repair a Vehicle, you must have at least 1 Repairman in your party, with the maximum dependent upon the amount of damage and the size of the entity as per the Production rules.
1.2.5/ Droids
In order to Repair a Droid, you must have at least 1 Repairman in your party, with the maximum dependent upon the amount of damage and the size of the entity as per the Production rules.
  • The Raw Materials to be used in repairing must be stored in either of the following places:
    • The Shipyard or an adjacent Shipyard to that taking part in the repair operation.
    • Any facility within the city in which the repair operation will take place.
  • 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.
Repairing damaged entities requires a mixture of time, resources and workers. 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 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 started the event will be sent a message to inform them that the action has been completed.

screenshot of the repair interface
1.4.1/ Slots
Each Station or Factory, in addition to size limitations, also have a slot limitation of 12. Slots represent how many repair utilities the entity has to repair damaged entities with. Each ship/vehicle or droid takes up a certain amount of slots depending on its class, and once an entities slots have been exhausted, it can no longer repair additional entities.

The Slots Breakdown is as follows:
  • Ships:
    • Capital Class Ships: 12 Slots
    • Freighter Class Ships: 4 Slots
    • Fighter Class Ships: 0.5 Slots
  • Vehicles: 0.5 Slot
  • Droids: 0.5 Slot
The owner, commander or pilot of the entity being repaired may elect to abort repair at any point without any time delay. Aborting will return unused materials to the facility or station and repair the entity up to the point that was reached in the repair process. e.g. If the repair process reached 25% then 25% of the damage will be repaired and 75% of the materials will be returned. If the materials exceed the Weight/Volume Capacity of the entity the materials that did not fit will be lost.
Refer to the Time equations for Facility Construction: Time, Space Station Construction: Time and Production: Time.

Where Material Sum is used just substitute for the amount of materials required to repair the damage. Where skills are mentioned subtitute for the appropriate repair skill.
Refer to the Cost equations for Facility Construction: Cost, Space Station Construction: Cost and Production: Cost.

Where RMP is used just substitute for the cost of the materials required to repair the damage.
2.2.1/ Controlling Power Portion
As per Planetary Economy: Morale (M) rules, the group in control of the location receives a cut every time repair takes place.
  • On or above a planet: Goes to the group controlling the planet.
  • In a system, not above a planet: Goes to the group controlling the system.
Refer to the XP equations for Facility Construction, Space Station Construction and Production.

Where RMP is used just substitute for the cost of the materials required to repair the damage.

The XP will always go to the person that started the repair job.
Shields recharge at a rate of 2% of the maximum shield value per hour.

Example
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.

Example
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. Example
    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. Example
    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. Example
    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.