Repairing Armour

@Nerhesi - Yes, one ton of spare parts repairs one hull point. But that doesn't seem right to me.

Hull damage shouldn’t be consumed from spare parts, ever. A spare part is a widget, not hull plating. To fix a hole means welding a door over it, or something equally cannibalizing. Larger ships should be able to carry repair machines that manufacture temporary hull plating scavenged from somewhere else. Only specialized machines make replacement hull plating (or in High Guard there are different repair rules for say a space dock to do this with dedicated crew/equipment). There also should be a limit on how much hull points can be “repaired”. There could also be some verbiage in here about salvaging hull plating from another vessel for battlefield/temporary repairs. Makes salvaging MUCH more useful (and necessary) for players in shot-up ships.
 
Gentlemen, the topic is about Armour :)

That thing ranges from 0 to 15 in the OTU, is capped by TL, and can be damaged by critical hits. Not the "hull".

While realistically, part of the same thing (how much meat vs how tough your meat is) - there doesn't seem to be a distinction or set of rules about repairing armour. Just Hull & Electronic Systems that are not destroyed.
 
That seems massively excessive given that ships now large numbers of hull, you aren't dealing with bits that are missing so much as welding beams back together and making the hull airtight again.

For example the Subby liner has 120 hull, so a liner reduced to one hull still works but needs 119Dtons of parts to repair.

It makes repairing Hull all but impossible since no one will waste that much tonnage on spares, maybe that is intentional, to force players to go to a starport or shipyard as the only way to get repairs.

Salvaging is a good idea IF you won the fight and the enemy is a wreck :)
 
phavoc said:
@Nerhesi - Yes, one ton of spare parts repairs one hull point. But that doesn't seem right to me.

Hull damage shouldn’t be consumed from spare parts, ever. A spare part is a widget, not hull plating. To fix a hole means welding a door over it, or something equally cannibalizing. Larger ships should be able to carry repair machines that manufacture temporary hull plating scavenged from somewhere else. Only specialized machines make replacement hull plating (or in High Guard there are different repair rules for say a space dock to do this with dedicated crew/equipment). There also should be a limit on how much hull points can be “repaired”. There could also be some verbiage in here about salvaging hull plating from another vessel for battlefield/temporary repairs. Makes salvaging MUCH more useful (and necessary) for players in shot-up ships.

Hull, armor, hell it's all metal! :)

I was figuring that you'd need to repair the hull first before you could do anything about the armor. I think you'd still need to weld some hull plating over your hull, and that sort of thing wouldn't be normally carried by a ship for repairs. I'd say you'd need to find some salvage and make a really ugly repair job (and still fix the hull underneath first!)
 
I would also think that the 1 ton per hull point can actually stay now. Previously, a 200-ton free trader that lost all it's hull... could be repaired with just 4 tons, or even 7 tons if you want to count structure just for comparison.

Now it makes sense, 200-ton ship that loses all but 1 point of hull (39) - requires 39 tons to repair. At least the scale is a bit more realistic now :)
 
The hull can be self-sealing, or you can send someone in with a welding torch or a hot glue gun.

Repairing thick armour is a major undertaking, and probably requires the drydock or a well equipped repair ship; or shop, if the facilities are onboard.

If it's a puncture; if it's really large you may have to just seal it off with plastic sheeting and limp to the nearest starport.
 
Condottiere said:
The hull can be self-sealing, or you can send someone in with a welding torch or a hot glue gun.

Repairing thick armour is a major undertaking, and probably requires the drydock or a well equipped repair ship; or shop, if the facilities are onboard.

If it's a puncture; if it's really large you may have to just seal it off with plastic sheeting and limp to the nearest starport.


Agreed - now... lets translate that into rules :)
 
The cost at 10 kcr per ton of spare parts and each point of hull damage requiring one ton means any space battle is going to cost a fortune if you are hit. Or am I reading that wrong?

As to armor, I assumed you would just use the system repair table on page 150. If you had a severity armor hit of 6 using that table would be 1 ton of spare parts. No?

Note that a severity 6 repair costs the same amount in spares as 1 hit point (hull pt) of the ship. This might be something worth looking at.
 
Samcollins said:
The cost at 10 kcr per ton of spare parts and each point of hull damage requiring one ton means any space battle is going to cost a fortune if you are hit. Or am I reading that wrong?

As to armor, I assumed you would just use the system repair table on page 150. If you had a severity armor hit of 6 using that table would be 1 ton of spare parts. No?

Note that a severity 6 repair costs the same amount in spares as 1 hit point (hull pt) of the ship. This might be something worth looking at.

I kind of feel money sink for ship damage is warranted and logical? maybe?

Take a look at the hull cost over all... it's a few million. If someone shoots up 90% of your hull, you should probably be paying a good portion of the hull cost!

As for armour, im just trying to think about how that actually works. Armour is just part of the "meat" that is your hull... is it really repairable? and with such simplicity?

Besides, with traveler easily netting millions very quickly out of chargen (a decent broker+soc/int DM and you're set for life)... we should be making space combat expensive! :)
 
One reason to scrap the ship.

You might not get the expected performance from a heavily repaired hull, and might now have some weak spots.
 
msprange said:
Changing this to 1 ton of parts for every 10 Hull points...

Maybe add a note in there that spare parts consists of materials that can be used for all sorts of functions ala 3D fabrication if the intention is to attract new people who don't have 20 years of Traveller history in their heads.

So spares can be used for repairs, maintenance, patching up the small craft, ship modifications away from a shipyard etc rather than being a fixed item.
 
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