senor135 wrote:awesome! i had just started hiring some cheap, blank marines (no fighting or hacking skill) to use just as repair crew on ships.
Yes, that will work fine. They will be slower, at first, but will speed up with experience (similar to real life).
what are the chances you would want to try and add a shield recharge for these marines, i think only when the ship is out of combat.
Interesting idea, Señor. A Xenon K can take 40 minutes to fully charge its shields... that just isn't right. As you say, shield repair should happen only when there are no enemies in the sector. I will put that on the list for a future version.
and maybe as a future addition ... marines could repair/replace damaged equipment on ships?
I was thinking about that recently. Yes, it is an excellent idea. However... how will the marines know which equipment the ship previously had? And how will they know the difference between destroyed equipment and equipment that was intentionally removed?
One idea that comes to mind would be to save the equipment list every few minutes. Before doing the save, we check to see whether the list has changed from the previous list. If it has, then we let the marines repair the equipment over time.
However, if you intentionally remove equipment, then you will have to *manually* save the equipment list. That could be confusing to players who do not expect it. Or to those who forgot that they turned the feature "on" a year ago.
Also, Marine Repairs does not have a menu, so I would have to add one just for that feature. Or maybe I could update all lists when the AL Plugin is toggled Off then On again.
So... maybe. I might add that to a future version. Someday.
MAYBE.
In any case, thanks for the idea.
In the meantime,
Upgrade Kits for TC/AP, with Equipment Packs or
Player Workshops allow you to save equipment configurations for easy replacement of destroyed equipment. I use Upgrade Kits for doing field repairs, and Player Workshops to automatically check my AI ships when they dock at my PHQ.