Are you gonna implement any real time waiting for crafting or building structures etc. Such as it may take 3 real life day to construct that new room on your hangar after you have acquired the materials. Or instead of having your ship repaired in the 3 minutes, it may take hrs or days depending on the amount of damage incurred.asked by dragonslayer4w
TL;DRThey are working on a two-layer system: field repairs restore current health quickly up to a maximum durability, while raising that maximum requires leaving the component at a refurbishing shop for hours or days.
Yeah, we're actually working on a pretty interesting system to handle all of that stuff and not just ships but extending out to components. It's sort of two layer system where your ship or your component is going to have so much durability to it and that's like its maximum health pool and then you'll have its current repair state which is its current health and so you'll be able to repair a destroyed ship or a broken component up to that maximum durability point and that will be a quicker action... so a few minutes, maybe a little bit longer if it's a really big capital ship or like a Hull series. But when you want to raise that durability back up and raise its max potential, that's going to be more taking it to a refurbishing shop and you will have to drop the component off for a little bit of time where it may be a day, a couple hours. It will really vary based on the size and the damage. But then that shop is going to bring your durability back up to full and give it back to you in a lot better condition than when you dropped it off.
Yeah and it actually takes into account all of those elements of... you have the very discrete levels of damage... so if you take that shield generator from the last example and you take it in, depending on how many of those subcomponents were damaged and the degree to which they were damaged it will go through each of them to get it back up to working condition. I imagine you would probably be able to interrupt that and be like: "I gotta get off planet now, give me my component," and you'll get some not quite fully repaired version of your component and be off like that.
So one really good analogy that we've used for even representing this when we're designing it out – if you look to a lot of fighting games, specifically Marvel vs Capcom 3, it has a really good representation of this where if you think of your durability as a character's red health and their current health is their yellow bar and so when they're out of the combat getting some of that repair, they'll slowly be able to go back up to that full red bar state but they're still going to be capped at what that red bar is telling them.
Yeah, and that's also the limitation of field repair. Over time there's just this attrition of your health and the components in your hull that – eventually – no matter how well you take care of your ship, you're going to eventually have to take it in to get fixed. Or get a new one. That's also an option.