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.
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.
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.
msprange said:Changing this to 1 ton of parts for every 10 Hull points...