starbase won't heal

I have a starbase with 3 hit points left. It's been several months now since the war ended and my starbase still hasn't healed at all. My repair stat is currently 13% so it should be healing but it's not. Will installing a repair bay module help at all, or is that just for ships passing thru?
731 views 18 replies
Reply #1 Top
Ok I finally saw it heal one point. Took 6 months to get from 3 hit points to 4, out of 157 max total hit points.

Apparently the 10% repair rate is being applied to the current hit point total, not the maximum hit point total. A huge difference. Kinda makes the +1% from the repair bay a complete waste of my time. Wish I'd known about that before wasting a constructor on that crappy module.
Reply #2 Top
Remember, the +1% is global across a sector, and if you stack starbases, you can get quite a sum of repair bonuses getting pumped out in a given sector, esp. later in the game.
Reply #3 Top
Actually Intersellar, if what you see is true it is a bug. The heal rate should be based on the max hitpoints, not the existing hitpoints. Anyone else seen this?

~SDC~
Reply #4 Top
They aren't based on current hitpoints. The hitpoints from repair bonuses come from either starbases or the repair ability, or both, depending on what you have.
Reply #5 Top
Would it not make more sense to base repair on a forumla like:

hp += (max_hp - hp)*repair_rate

This way repair would be fast at first and slow down when nearly repaired.

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Reply #6 Top
I'd like to be able to drop a Constructor on a damaged starbase and have the option to repair all or most of the damage.

~SDC~
Reply #7 Top
I haven't done extensive tests or calculated the math out, but the general observation is that all starbases always take bloody forever to heal, no matter what tech level you're on. In 1.2 more than half of my starbases are always sparking because my ability to increase their max hitpoints always outstrips their ability to heal.

And as far as i can tell the +1% repair ability is a waste of time. Sure you could stack it, but with the new maintenace fees in 1.3 you can't afford enough starbases to get a decent repair rate.
Reply #8 Top
Casual observation suggests that my starbases are repairing at a rate of about 1 hp per 3 turns. I have a +1% repair ability. If the starbases repair at even 1% of max hp per turn, that would be 1 hp per turn (they have 100 hp max).

Is there a bug here?
Reply #9 Top
I never found the starbase repair module to be very efficient myself. If the 1% bonus is on the same scale as repair ability bonuses, which don't have any noticeable effect until you've accumulated +50% or so, then they are entirely useless modules by themselves. Someone should check the repair module to see if it is actually granting the proper bonus and amount of bonus.
Reply #10 Top
Stacking starbases? That's an interesting concept. If I put 2 starbases in a sector with three planets and load the starbasses with Military and Social +5% modules will they both add to planet productivity?

Reply #11 Top
I thought the starbase repair module affected ships only (isn't it a military module?). I never bothered with it because I've never got my ships to have the hundreds of hp's necessary to make a 1% increase worth it. It's only practical use seems to be if you have loads of sb's in the same sector.... but that's a lot of wasted constructors getting only +1% per base.

Now make it +3-5%, and it would be worth it. :)

~SDC~
Reply #12 Top
I don't have any repair modules yet. My +1% repair skill came from an anomaly, so it should affect everything empire-wide (I think).
Reply #13 Top
I've made use of the +1% repair before, but only needed it once. Many games ago, I got into an early defensive war over a sector with 3 resources in it. Two AI and I were determined to keep our resources (and take the others). Sticking a +1% repair module on my resource base was the only way to get my ships in that sector to be able to repair. (The system had no stars, and was 3 sectors away from any systems with ANY worlds whatsoever.) It was slow, but at least they started repairing.
Reply #14 Top
What's your repair ability? Have you researched the techs like nanobots that inreases your repair ability?

--Cari
Reply #15 Top
I now have repair ability up to 23%, and I can see things starting to repair a tiny bit faster. It's still painfully slow, and I always have to send my ships all the way back to the nearest planet to orbit. That's about 6 sectors away and it's awfully slow.

I'd say at any given time only about 15% of my ships are actually 'in action'. The other 85% are transiting to/from the nearest star system for repairs.

Besides orbiting, is there any other way to increase repair rate? Things like:

A) Being in a friendly sector?
B) Being in a sector with a friendly starbase?
C) Being in a sector with a friendly star system?
D) Orbiting a planet with advanced production facilities like shipyards?
E) Being on the same square with a starbase?
F) Proximity to friendly planets/starbases?
G) Staying motionless?
H) Being in Sentry/Guard mode?
Reply #16 Top
I am guessing, based on what I recall seeing -
- Being in orbit is the best
- Not moving at all seems to help
- Nothing else seems to matter a darn.

~SDC~
Reply #17 Top
Being in orbit is the only action outside of orbit that makes a difference. It doesn't care if the ship is moving or not.