ShadowMasterCM
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Repair: Facilities and Technicians
#151094 - 07/01/08 12:00 PM (74.74.248.205)
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The purpose of this guide is to explain Repair Facilities and Technicians. 
Once you sort out the several layers of rules, it is really pretty simple to remember and understand. There are 2 parts to Repairs, Facilities [RF] (also called Repar Bays [RB]) and Technicians [Techs].
In order to repair any damaged units, you need to have access to both. During a large scale war, you will want access to several RBs, with the largest capacity available to you. Parts to actually use in the repairs are also needed if you own the RF, but Ill leave that for another guide.
"Tech hiring is checked once per NevDay. If your offering price is not above other unfilled contracts, you will not hire any techs. When techs are hired, you will receive a message stating that fact"
Facilities
There are different levels of Facilities, with each level having different capacities and repair abilities.
Level 1 - 25 Max Capacity - Ammo relaods, Armor repair, Light Veh Move Crits,
Level 2 - 100 Max Capacity - Medium Veh Move Crits,
Level 3 - 225 Max Capacity - Mech Actuators [Light/Medium], Heavy Veh Move Crits,
Level 4 - 400 Max Capacity - Mech Acuators [Heavy/Assault], Assault Veh Move Crits,
Level 5 - 625 Max Capacity -
Level 6 - 900 Max Capacity -
For every RF that you build in a single zone, you increase that zones Maximum Capacity for repairs. It is my understanding that the larger the capacity, the shorter the weight time for additional units using the same RF.
Technician's
Tech's have a skill level, ranging from 8 [worst] to 0 [best]. This skill level does effect the work that they can complete to a minor degree. In order to hire any techs, you need to offer a 'Salary' that out bids other offers. There are only so many techs of each level, and they take the highest offered salaries first.
The hiring process is automatic. When a Tech's contract ends in one RF, it begins to look for a new job. The Tech checks all available offered salaries. It starts with the highest offered salary. Assuming the empire has the offered salary available in its 'Current Funds', the Techs will be hired for that empires RFs for the next NevYear.
If the empire that offered that salary does not have the NevCash in 'Current Funds', then the tech will ignore the offered salary and move onto the next highest offer. So the 'Current High Bid' does not neccessarily mean you have to pay that amount to hire a tech.
All Techs hired will be split among your empires RF zones. If you have 3 RFs, built in 2 seperate zones, your Techs will be split between the 2 zones, not the 3 RFs.
There has to be at least 1 'best' skilled Tech for each RF zone. So, in the example above [3 RFs in 2 zones], you would need to hire at least 2 of the best skilled Techs, one to work in each RF zone. That best skilled Tech will 'supervise' all other techs, and all work in that RF will generally be at the 'supervisors' skill level*. The other worse skilled Techs simply help to process the volume of work, and do not impact the overall ability of the RF skill level or the work completed there.
Skill 8 - 1 Tech Point+
Skill 7 - 2 Tech Point Vehichle Armor, Light Veh Move Crits,
Skill 6 - 4 Tech Point Mech Armor, Vehichle IS, Medium Veh Move Crits,
Skill 5 - 8 Tech Point Mech IS, Heavy Veh Move Crits,
Skill 4 - 16 Tech Point Mech Actuator [Light/Medium], Assault Veh Move Crits,
Skill 3 - 32 Tech Point Mech Actuator {Heavy/Assault]
Skill 2 - 64 Tech Point
Skill 1 - 128 Tech Point
+ TP: This is NOT the same Treasure Points [TP] as earned in the FFA and used for research
Now these 'Tech Points' are added up from all hired techs, and once they equal all RB capacity, then your RFs are most likely running at 100% capacity, utilizing all RFs built in all the RF zones.
*When viewing the Facilities page, look at the Repair Capacity. You might notice that your Level 1 RFs show a higher value under Repair Capacity than the Maximum Capacity for that same level RF. That same empire might also have a Level 6 RF, that might be showing the Repair Capacity has not reached the Maximum Capacity.
The issue here is that you have to many lower skilled Techs. You do need to hire a sufficient amount of mid range and higher range skilled Techs to process the higher skilled work. A bunch of skill 8 Techs can not be hired and expected to be able to do the work of skill 4 Tech. A Tech that only knows how to reload ammo and install basic armor can not be expected to repair a Large Laser weapon, let alone an Assault Mech Sensor array. Even supervised, he still only has so much skill.
Example 1 A RF zone, with 4 Level 1 RFs, will need 100 Tech Points to run at Maximum Capacity. You could hire 20 L8 Techs [20 points], 20 L7 Techs [40 points] and 10 L6 Techs [40 points], resulting in 100 Tech points, filling your 100 RF Capacity. The skill level of all repairs completed in this empire would be Skill 6, in a Level 1 RF.
Example 2 A RF zone with 2 Level 6 RFs and 8 Level 1 RFs would have 2000 total capacity, and would need to hire enoughg Techs to fill 2000 Tech points. So you could hire 94 skill 7 [188 points], 100 skill 6 [400 points], 100 skill 5 [800 points], 32 skill 4 [612 points], resulting in 2000 Tech points, filling your 2000 RF Capacity. The skill level of all repairs completed in this empire would be skill 4, in a Level 6 RF.
Hopefully this helps to clear up most issues and questions you may have about Repairs. 
Please feel free to start a new thread to ask additional questions about repairs, and post a link back to this thread, or simply quote a section from here to refer to.
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