From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Fri, 14 Oct 2005 16:10:23 +1000
Subject: [GZG] RE: [FT] Repair ships
Repairing Hull and Armour is the perview of proper yard facilities and takes longer than the Damage Control timescale allows. Part of the reason for this is the FTJava campaign that's about to test. With an acceptable mechanic in place, I can try coding it so the file doesn't need hacking next time one is run. Taking Oerjan's comment on board as well: Field Repair Facility Mass: 10 Cost: 50 CPV Spare Parts Cargo: 1 mass/5 NPV Target must meet criteria for a Boarding Action (see MT) in order to undertake repairs. Each turn, it can attempt to repair ONE system. If damaged, it is repaired on a roll of 4+, if destroyed (using optional rules) it is restored to damaged status on a roll of 6+ and can then be further repaired. Each repair attempt consumes 1 Mass of cargo. Brendan 'Neath Southern Skies > -----Original Message----- IMPORTANT 1. Before opening any attachments, please check for viruses. 2. This e-mail (including any attachments) may contain confidential information for the intended recipient. If you are not the intended recipient, please contact the sender and delete all copies of this email. 3. Any views expressed in this e-mail are those of the sender and are not a statement of Australian Government Policy unless otherwise stated. 4. Electronic addresses published in this email are not conspicuous publications and DVA does not consent to the receipt of commercial electronic messages. 5. Please go to http://www.dva.gov.au/feedback.htm#sub to unsubscribe emails of this type from DVA. 6. Finally, please do not remove this notice.