It already is. Typical hull repair rates are 1/1000 of full points, so it's almost 15 minutes to repair that damage passively. Conversely it's a couple minutes to jump two wells back to get 1500 hull damage repaired in a minute.
Seems higher to me as it stands I hardly ever need any other facility to repair just jump system and then jump back and usually by then my ships are restored, besides as I said I just prefer the ships could not repair Hull damage without the use of facilities or at the very least a tender like the Shelby which has the necessary skilled workers and materials to do the job.
A Couple minutes to jump two wells back not anymore Ha Ha. more like 30 minutes.
Feds have lots of it. The Excelsior Class has an upgrade for engineering teams to repair other ships, the Galaxy Class has a monster of one. The Saber has a long delayed full shield restore you can use during down time.
Yeah I'll have to check them out As far as Shield restoration goes I fine with the way it is I want my battles to take anywhere from a couple minutes to five minutes its just the rest of the game I want to slow down cause I need to document my decisions as I might get a hour to play and then have to put it down for a day or two and by the time I come back I don't remember what I was doing or what my strategy was.
Romulans have self repair on most of their ships, and equally powerful shield restoration from the Blackwind, again not something to use during combat.
What about their shipyards do they repair I guess if all they have is self repair I'll have to fix that
The Dominion's Jem Hadar capital ships have slower than typical passive regeneration, needing to go home for shield restoration basically, the Barkus has a limited repair capability. The Trade stations have a resupply type ability, not their Starbase.
Mmmm Well as I said shield regeneration seems OK to do in the field ought not need facilities for that unless of course it was so how tied to anti-matter usage or something say ships has 2000 shield loses 1000 and it takes .15 anti-matter to restore 1 point shielding might even be cool if ant-matter didn't restore that fast ships would have to go in and fuel up so to speak.
The Klingons are the runts of the litter for on the fly repair jobs, very very bad. They have equivalent repair capability to Feds from their Starbases. The only remote work they've got is from the Victory Feast ability on the colony cap. A fleet wide, long disabling shield restoration rate boost that finishes for a very weak repair.
Sounds like the Klingons are just about perfect then probably not much tweaking to do to them. Psychoak can you tell me what is the parameter that sets base Hull Restoration Rates in the game. I know research tiers increase this at every level but if a ships base were zero to begin with would the research have any effect?
PS Would it be easy to make a piece of tech that would be available to all races for repairing and then adding that ability to say the Constructors? Constructors I think make excellent repair and refueling vehicles in my mind.
And found my answer to one of the above question Correct?
HullPointRestoreRate 1.020000