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February 5, 2010 at 5:46 pm #1385
Armor condition is on a 13 point scale, from 1-13. What if we change repairarmor (currently a low-level skill) to repair it by +1 condition instead of maxing it out at 13, and then add a high-level skill that does what repairarmor does now, and max it out at 13?
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February 5, 2010 at 5:57 pm #13307
You mean like a patchwork duct tape job, versus doing it right the first time?
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February 5, 2010 at 6:09 pm #13309"Walldo":wgfseq3h wrote:Armor condition is on a 13 point scale, from 1-13. What if we change repairarmor (currently a low-level skill) to repair it by +1 condition instead of maxing it out at 13, and then add a high-level skill that does what repairarmor does now, and max it out at 13?[/quote:wgfseq3h]
Yes, but the low-level version should be combat and the high-level version engineering. Also, the low-level one should be faster (as in, take less time per use, not take less time to go from 1 to 13).
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February 5, 2010 at 9:22 pm #13311
I’d honestly just like to be able to repair things like holsters and comlinks so that you don’t see people carrying around 10,000 of either in case a strong breeze blows by.
Agreeing with the combat/engineer split for easy-repair and better-repair, though, personally.
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February 5, 2010 at 11:22 pm #13312
Why not take advantage of the opportunity to utilize some more sciences? Maybe if you have Equipment and Construction adepted, it repairs several points, and only one or two without them.
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February 6, 2010 at 2:32 pm #13325"Xavier":2hw39xx9 wrote:Why not take advantage of the opportunity to utilize some more sciences? Maybe if you have Equipment and Construction adepted, it repairs several points, and only one or two without them.[/quote:2hw39xx9]
…because the "jury rig" version of the two skills proposed is going to be combat, and why would being a skilled scientist help you duct tape something back together? MAYBE equipment making it repair two points instead of one–maybe. Construction is a bit much, as they’re [i:2hw39xx9]not engineers.[/i:2hw39xx9]
I’m all for the increased application of the sciences (particularly outside of engineering), but this isn’t one where I can see it.
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February 6, 2010 at 2:36 pm #13326"RenegadeJedi":35mn9qel wrote:"Xavier":35mn9qel wrote:Why not take advantage of the opportunity to utilize some more sciences? Maybe if you have Equipment and Construction adepted, it repairs several points, and only one or two without them.[/quote:35mn9qel]
…because the "jury rig" version of the two skills proposed is going to be combat, and why would being a skilled scientist help you duct tape something back together? MAYBE equipment making it repair two points instead of one–maybe. Construction is a bit much, as they’re [i:35mn9qel]not engineers.[/i:35mn9qel]
I’m all for the increased application of the sciences (particularly outside of engineering), but this isn’t one where I can see it.[/quote:35mn9qel]I agree. If you’re gonna have a science affect Repair Armor (Combat), it should be Equipment and not both. I can see Combatants/BHers having good knowledge of the equipment they carry, but I have a hard time picturing them knowing much about construction (unless they were a Defel for example).
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February 6, 2010 at 3:02 pm #13327"Kirash":1cmu85fb wrote:"RenegadeJedi":1cmu85fb wrote:"Xavier":1cmu85fb wrote:Why not take advantage of the opportunity to utilize some more sciences? Maybe if you have Equipment and Construction adepted, it repairs several points, and only one or two without them.[/quote:1cmu85fb]
…because the "jury rig" version of the two skills proposed is going to be combat, and why would being a skilled scientist help you duct tape something back together? MAYBE equipment making it repair two points instead of one–maybe. Construction is a bit much, as they’re [i:1cmu85fb]not engineers.[/i:1cmu85fb]
I’m all for the increased application of the sciences (particularly outside of engineering), but this isn’t one where I can see it.[/quote:1cmu85fb]I agree. If you’re gonna have a science affect Repair Armor (Combat), it should be Equipment and not both. I can see Combatants/BHers having good knowledge of the equipment they carry, but I have a hard time picturing them knowing much about construction (unless they were a Defel for example).[/quote:1cmu85fb]
I wasn’t really talking specifically about the current one or the proposed combat skill — I just meant in general. Regardless if the new combat version comes into play, I think it’d be a good idea to apply sciences to the current engineer one.
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February 6, 2010 at 3:31 pm #13329
With regards to the current system, I don’t think I’ve had a single instance of having to use repairarmor more than once on my BH. Repairweapon? Yes until I adepted it.
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February 6, 2010 at 3:40 pm #13331
I like. It’d be even better if field repairs only took it up to +6 or so…It’s a good step in the right direction for forming an economy.
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February 6, 2010 at 11:37 pm #13341
Either low level combat or low level engy, so that you’re pretty much guaranteed to have it. Anybody with opposable thumbs and two brain cells to rub together can figure out to tape over that cut/torn strap/smoldering hole.
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