Repair & Diplomacy Percentages

1.  What's the default repair percentage without any bonuses?  Does a ship repair when it is moving constantly or in enemy territory?

2.  Is there any benefit to having high Diplomacy percentage as long as you always have higher Diplomacy than others?

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Reply #1 Top

I'll leave #1 to others, as I haven't had to deal with repairs. At all.  I usually have ships drop out and upgrade to restore their HP.

2) Yes, the higher your diplomacy vs the other side's diplomacy, the better the deals you can make.  The positive bonus to relations is fairly minor in comparison.  Indeed, I sometimes can garner such a staggering diplomatic bonus that I can flat-out trade an inferior tech for a superior tech, and hit the credit cap on tech for cash trades.  This is why so many people swear by the Diplomatic Translators- it's a big Diplomacy bonus that you want to keep to yourself, if at all possible, and obtain through any means if someone manages to beat you to them.

Reply #2 Top

1. What's the default repair percentage without any bonuses? Does a ship repair when it is moving constantly or in enemy territory?

Don't remember offhand; I'll look at it.  Rough guess from memory is ~5%.

There's not really any "moving constantly" in GC2, since everything takes place in turns.  In answer to your question, a damaged ship will repair hull points each turn.  It repairs significantly more if in orbit, but I haven't noticed a difference between repairing in enemy territory or repairing in my own territory (maybe something for GC3, hmm).

I'll fire up a game and update the post later.

Reply #3 Top

Quoting Sole, reply 2
...There's not really any "moving constantly" in GC2, since everything takes place in turns. ...

How about if I rephrase the question as "Does a ship that isn't orbiting a colony repair more quickly if it does not use any of its movement?"

My instincts say the answer should be "yes," but I've never methodically tried to get an answer 'cause asking questions is much easier  :-|

Reply #4 Top

How about if I rephrase the question as "Does a ship that isn't orbiting a colony repair more quickly if it does not use any of its movement?"

No.

I'll test to verify for certain, but there's no good reason for it to have made it into the code.

That said, it's not a bad idea for GC3.

Reply #5 Top

Okay.

I hate repair.

Seriously.

I hate it more than I hate military rating.

...okay, maybe not that much.

I just had a ship sit here for 12 turns before it repaired one point of hp, and I have no idea why.

-

It would seem that repair has a chance modifier in addition to a value modifier.

Being in orbit appears to set the chance modifier to 1 (in other words, a ship will always repair when in orbit, whereas out in space, more often than not it won't on any given turn).

It also seems to double the value modifier.  In orbit I -generally- see a repair of 2 hp per turn, regardless of ship hp, whereas in space it's normally 1 when it happens.  I think there was a turn where I saw 3 hp repaired in space, but I may be mistaken.

Which brings me to my other conclusion-that repair is not percentage based.  You can stop putting a gazillion hp modules on your ships now.  (Those who upgrade-repair don't even need to, really.)

So, given the above, it is extremely difficult to ascertain whether or not using up the moves of a ship has any effect whatsoever on its ability to repair.  However, in testing with moving around my homeworld and then dropping into orbit each turn, I'm going to assume that's a no.

Additionally, there does not appear to be a difference whether I'm repairing in my territory or an enemy's (Yor, if anyone's curious).  But, again, since it's a chance to repair in the first place, that's really hard to test.

For what it's worth, the chance modifier seems to be in the realm of 20%.  It'd be real nice to have official word on that, though, and that's just my best guess, as I'm already annoyed with it.

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Reply #6 Top

Quoting Sole, reply 5
Okay. I hate repair. Seriously. ...

The frakkin' frickety-frack, you say. I'm pretty vigorously involved over on the Elemental boards in praising the virtues of randomness at certain levels of the game, but I can't for the life of me think of a single good reason to have repair rates depend on a random number.

Any chance some of the old-guard numbers mavens might weigh in here? Iztok? Mumble?

Reply #7 Top

but I can't for the life of me think of a single good reason to have repair rates depend on a random number.

Nor can I, but I don't see any other explanation for my ship sitting in space for twelve turns without repairing a single hitpoint.

At the very least, it gets around the realism issue of the repair rate optimally being higher when in orbit than in space.

And in any case, the repair "rate" is 100% when in orbit, which is the important part.