Blueprint system and repairs

BigglesVII shared this feedback 21 days ago
Not Enough Votes

The biggest improvement for me between SE1 and SE2 has been the simplification of blueprints and being able to just place them without having to construct a setup to project them for building. Its fantastic.


One thing that would be great to have, is if the player saves their grid, then having some way to go into repair mode so we can easily see what parts need to be replaced. Possibly bring back the projector just for that purpose or having an option via the cockpit to enable the original projection. At the moment there is limited combat but once it starts improving it would become essential so players don't need to baby their ships or reload saves to avoid repairs.

Replies (2)

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The projector block is required for the player to make their own missiles.

No projector block, no printable grids.

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adding the B.A.R. system from SE1 would be the best option for this that I would love to have. You can put a projector on your ship/station that projected that ship or stations as a perfect overlap. Therefor when something was destroyed or damaged as along as the BAR module had the correct parts it would build and or repair the items. FYI B.A.R.S. is Build and Repair System. It also had the option to disassemble and mine.

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I would prefer to hire an NPC to do repairs for me.


When designing a ship, you will also need to think about how you access each block for repairs. Service corridors and access to all parts of the grid will be essential, not just a roleplay gimmick.

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With the BARs system you dont need to worry about getting to anything to repair it. I challenge you to try it in SE1.

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I've been using BAR for years on many different servers. Not because I like it, but because other solutions suck even more in one way or another. Welders can be OK for printing ships but not as much for repairing them. AI-enabled mod is better. Unfortunately, they are not as performance-friendly and many servers don't use this mod. I primarily use it in single player. Those repair bots are not perfect, but I still prefer them over nanobots bs. This is a game after all. When you are in late game, resources are not an issue, and BAR gives you the same result as pasting a new ship in creative, with the caveat that you need to wait an X amount of time, which is not an engaging gameplay by any means. Overall, I think BAR in SE1 was a necessary evil some servers choose over excessive use of welders. You could typically bring some conquered vessels to your base, mark them for grinding, also keep your damaged warship in BAR range and log off so when you return the next day you find your ship repaired and in a full stock of components.


Now with the new NPC and a properly functioning and optimised pathfinding, we can finally think about delegating boring repairing jobs to those guys. That is immersive and makes you want to engage more with in game economy to earn money so you can pay for their work. If anything, grinding and repairing are the best possible NPC roles outside combat. Who knows, maybe even in SE1 we can get something like that in the future updates. If they can pathfind and shoot at you as we saw from recent sneak packs, they could also grind and repair.

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Why waste time, money, and resources to pay an NPC to do what we can do ourselves. Some would call that lazy not efficient.

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Of course, you can do it yourself. No one stops you there :) Or you can engage with other more interesting systems in the game, like exploration and combat, designing and building all sorts of things. Many of those activities will give you a surplus of resources, some loot, some grids, some ore, scarp, components. Sell what you don't need and hire an NPC to do activities you consider boring or repetitive. Of course, you won't get money for free; It is your deliberate choice to emply NPC.

I think we would rather have to answer an even deeper question here: how to make repairing ships worth it in the first place. In the late game, you usually have easy ways to mine resources in bulk. Ships are very disposable, and it should not be like this. Many times it is often easier to remove a damaged ship and build a new one rather than bother with repairs altogether. I think it still might be a valid choice when your ship is so damaged that it is barely held together. With BAR, it does not matter. Convenient nanobots rebuild everything. One block solution for building and repairing, just connect electricity. Absolutely no connection with other game systems. No engineering required. I'd rather play creative at this point. Why bothering with anything?

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