repair bonus specifically and bonusses generally

I'll kick this off by simply asking about the repair bonus you acquire via certain techs and also from anomalies.
Even though I have had very good values for repair bonus in the past, I noted the ships were only repairing 1 HP per turn, regardless of bonus.
I have noted in my current game, however, that rangers and dreadnoughts In Orbit seem to repair around 8 or 9 HP per turn.

Does anybody know how this works, exactly?

The other thing I would like to know a little more about is the thing that was reported in the bug thread: You save the game, you reload, and all the bonuses you had before are skewed.
I have struck this - namely I have observed that if I save, and reload, my influence is way way down to start with (although it seems to climb back up pretty smartly), I have noted my research was much slower and my income very much higher (which I read to mean that manufacturing bonuses would've been way down). I have not been able to establish if these also come back up to previous levels smartly, or if they will be, at least partially, lost forever.

Can anybody give me an informed opinion on this?

cheers, -Peter

~SDC~
190 views 4 replies
Reply #1 Top
Repair bonus I have no idea about.
The influence is easier to explain ... sort-of.
Influence is created by stars you have colonised and star bases. Your "influence" value is the sum of your influence in all sectors.
Influence in a sector increases the influence you have in the next sector ... next turn.
When you save/load your influence is recalculated and only affects the sectors you ahve bases or planets in, and their adjacent sectors (or thereabouts).
Your sphere of influence spreads pretty quickly and your influence grows to what it was before you save/loaded.

~SDC~
Reply #2 Top
Repair bonuses only really kick in when your ships are in orbit. With a high repair bonus you can take your Avatar that's down to 15 hps back to a friendly system and have it back to full strength in a few months and back out blasting alien butt all over again.
Reply #3 Top
I guess this is not the case with starbases ... their repair bonus applies to all ships in the sector, even those that are not in orbit ?
Reply #4 Top
Peter,

Repair:
I base the following on play-observation only. (I have not looked at the code; perhaps a more experiemced player can either confirm or elaborate).

The repair rate appears to be a standard (base) rate of 1hp/turn in space, and 2hp/turn (i.e., doubled) in orbit.

You stat bonus is added to this, rounded down.

Thus, to increase the number of hp's recovered, your stat must either be 50%+ (in orbit, raising it from 2 to 3/turn) or 100%+ (in space, raising it from 1 to 2hp/turn).

The SB Repair module adds +1hp/turn to any ship repairing in its sector. Should the appropriate UP resolution be in effect, this will even apply between allies.

Adding hp's to SB's via defensive modules are recovered in the same way (i.e., at the same rate).

Unlike the influence-calculation issue, I believe the game correctly retains and calculates repair states between saves.

Hope this helps.

~SDC~