01-23-2013, 10:47 AM
Repairs
Currently when machines are hit by explosions or significant amounts of damage, they just completely break. I'd like to change that. With the help of MyBlueCorners, we've got a test thing going that lets machines break down due to damage and excessive wear. When the machine's health gets too low, they start malfunctioning and doing Bad Things instead of just completely breaking.
To fix that, electricians can scan the machine to see what it needs. When it breaks down, it picks a small set of components that need to be replaced, all stuff from the electrician's vending machine. Let's say someone beat the hell out of the cloning machine and it's doing all sorts of terrible things now. Electrician scans it, oh, hey, it needs a new resistor and capacitor. Hit it with those items, all better.
Upgrades
Doing some more testing for my thermo-electric engine, I set up a variable that can be modified in-round to adjust the thermal efficiency of the engine on the fly. This got me thinking - why not do that for a lot more machines? I could set up a Quality variable (or just use Health), then slowly go through the really big obvious machines and plug that multiplier into some of their efficiency calculations. Damage to the machine could decrease that, repairs could bring it back up to a multiplier of 1, and upgrades could boost it up to 2 in small expensive increments. Could set it up to use stuff like uqill and other expensive mining ore to make upgrade components. If those components are built together into a kit (or just applied directly), that could boost the quality multiplier.
Could also handle that by having unique stuff like a High-Efficiency Turbine, Rapid Cloning System, whatever else comes to mind later on. Manufacture or purchase those kits at a really high price, use them to upgrade the efficiency of various machines around the station.
What do you folks think? Just wanted to get some feedback on the idea before I start trying to set it up.
Currently when machines are hit by explosions or significant amounts of damage, they just completely break. I'd like to change that. With the help of MyBlueCorners, we've got a test thing going that lets machines break down due to damage and excessive wear. When the machine's health gets too low, they start malfunctioning and doing Bad Things instead of just completely breaking.
To fix that, electricians can scan the machine to see what it needs. When it breaks down, it picks a small set of components that need to be replaced, all stuff from the electrician's vending machine. Let's say someone beat the hell out of the cloning machine and it's doing all sorts of terrible things now. Electrician scans it, oh, hey, it needs a new resistor and capacitor. Hit it with those items, all better.
Upgrades
Doing some more testing for my thermo-electric engine, I set up a variable that can be modified in-round to adjust the thermal efficiency of the engine on the fly. This got me thinking - why not do that for a lot more machines? I could set up a Quality variable (or just use Health), then slowly go through the really big obvious machines and plug that multiplier into some of their efficiency calculations. Damage to the machine could decrease that, repairs could bring it back up to a multiplier of 1, and upgrades could boost it up to 2 in small expensive increments. Could set it up to use stuff like uqill and other expensive mining ore to make upgrade components. If those components are built together into a kit (or just applied directly), that could boost the quality multiplier.
Could also handle that by having unique stuff like a High-Efficiency Turbine, Rapid Cloning System, whatever else comes to mind later on. Manufacture or purchase those kits at a really high price, use them to upgrade the efficiency of various machines around the station.
What do you folks think? Just wanted to get some feedback on the idea before I start trying to set it up.