quote:
Originally posted by geoschmo:
Personnally I would like to see the 50% limit removed, but have repair bays and space yards repair components based upon their resource content just like constructing them does.
To have it one way for construction and another for repair doesn't make sense to me. Having them work the same way would eliminate the problem.
If the idea is to not have repairing a component "cost" anything additional, then simply don't remove the resources from the treasury while repairing, but use the same principle when deciding how long the repair takes.
It's kind of ludicrous that it takes the same amount of time to repair a Gravitational Quantum Resonator V as it does an Armor I component, even though it is 10 times as large, and 2400 times as expensive.
I don't know how I could have stated it any better. This is something I really, really dislike about the game as it stands now.
By its very language: 'Component is destroyed upon use', you would think that once a 50KT,50KT,50KT component is used, you are going to have to expend exactly that many resources to get the benefit from the component again. But that isn't the case. All it takes is one turn in the same sector with a spaceyard/repairyard ship/planet, and the component is back again ready to be used the next turn.
If at all possible, I think it would be great if repairs consumed resources. But I'm afraid that this is incompatible with the fundamental operation of the game. *sigh*