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.
Characters can choose to conduct repairs directly, thus reaping the full benefits of their skill set.
To initiate a field repair action directly:
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:
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:
Characters can control a limited amount of repair actions.
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:
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 |
Rooms have their own repair limitations, further restricting character or ship class limitations.
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).
Field repairs can only repair so much damage to a hull.
Repair Skill Level | Maximum Hull Repair Percent |
---|---|
0 | 70% |
1 | 74% |
2 | 78% |
3 | 82% |
4 | 86% |
5 | 90% |
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:
Ionic recharge costs 1 use of a Portable Power Generator.
Ionic recovery consumes completely charged Portable Power Generators. 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:
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 |
---|---|---|
Worker | 0 |
NPCs can have their repair skill increased by allocating skill points.