Re: Secret of the 89 Movement point BaseShip
Probably the best way to fix it is to make repairs cost supplies.
Ie. to repair a Emerg. supply pod (2000) requires 2500 supply.
to repair a Emerg. movement pod requires 500 supply.
A good guide to how much repairs should cost would be say 10% of the resource cost of the part.
Then you wouldn't be able to retrofit and repair unlimited numbers of components. You would need to add a bunch of dedicated supply generation ships that make a few thousand supplies per turn in order to keep your repair ships running.
Just add another line in the components.txt
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Supplies to repair :=
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Thus, a repair ship must carry a lot of supplies (spare parts) and will quickly run out after repairing a few ships.
If you have a quantum reactor, then using emergency power for engines every turn is OK.
[This message has been edited by suicide_junkie (edited 16 March 2001).]
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