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Systems and Calculated Hull Immersive Ship Maintenance (SCHISM)


AuronUmbra

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I love mod title acronyms! SCHISM expands the ship technician repair service to include an option to repair all damaged systems in addition to the option to only repair hull damage and adds a function to calculate the hull repair cost rather than always a flat 1000 credits. The hull damage repair cost is calculated as the percentage of the hull health lost times 2% of the ship value (as seen in the Ship menu).

 

So if your ship value is 300,000 credits, and your hull has 1000 max health and lost 300 in your latest battle: 2% of 300,000 is 6,000, times 300/1000 (30%), equals 1,800 credits - right in line with the cost of Ship Parts plus labor. For the other damaged systems, as indicated by red bars in the power allocation menu; each red bar will cost 0.1% of ship value to have repaired instantly. Repairing these systems is done using a separate ship technician dialogue option which simply repairs everything, calculated hull repairs included.

 

You can always just repair the hull alone, as usual, in case you want to save the credits and just wait for the ship elves to fix the other systems as you go. Either or both ship repair dialogue option(s) will now be hidden if no repairs are needed. Repair costs are adjusted based on Commerce skill perks.

 

SCHISM also adds a FOMOD optional game mechanic that requires ground maintenance. While a damaged ship system repairs itself automatically, with this option, each red bar has a 6% chance to cause a bar to become yellow, meaning it can't be automatically repaired. A yellow bar must be repaired by a qualified starship ground crew, which uses the same repair-all option as above. The probability is calculated for each ship system based on the red bars on that system once combat ends.

 

So if your engines took 4 red bars of damage during a battle, there's a 24% chance that the top bar for engines will turn yellow once you're out of combat and cannot auto-repair. If you go into another battle, the calculation will run again once combat ends based on any new red bars to determine the chance of a yellow bar; if you already have a yellow bar, the chance will apply to the next bar below it. The last bar will always be able to auto-repair.

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