Rebellion modding passive repair rates?

As the title suggests, I would like to see if anyone has any idea if Rebellion will/can support modding of passive hull repair rates.  The passive hull repair rate meaning how quickly it regenerates a % of total hull points in and out of combat (forgetting about the incombathullregenpenalty bit for a few minutes).

In my experience with trying to emulate "active hull tanking", it is only possible (currently in Entrenchment/diplomacy) to change how MUCH hull hp is passively repaired.  For example, It seems like applying and buffing the research modifier "HullPointsRegenAdjustment" does not increase the rate at which you passively repair hull, but the quantity of hull regenerated at the same rate.

Anyone know if we would be able to increase the passive regen rate or are we going to be stuck with the hardcoded constant like we are now?

Thanks!

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Reply #1 Top

It seems like applying and buffing the research modifier "HullPointsRegenAdjustment" does not increase the rate at which you passively repair hull, but the quantity of hull regenerated at the same rate.
End of quote

But that is the exact same thing. It increases the amount of hull repaired per second, allowing your ships to heal more quickly. Its fully moddable and always has been. That or I'm not understanding what you mean by "Active Hull Tanking".

Reply #2 Top

everything has a hull regen rate.  Capitals just have base and then per level upgrade.  I never saw ships in combat regenerate per second, but every 5 or so seconds.

Active Tank is actually more like the Vasari self-repair and what's used in eve by way of armor repair units.

Passive is just loads of hull points and armor.

Nano-Tank, for lack of a better term, is where you boost the regeneration rate not just 100%, but near 1000% or 10x the base regen + per level for capitals.  Boosting regen rate 10x can give a L6 capital like the Vasari colony capital with a base regen of 1.5 and per level .1 a regen rate of 10 x 2; 20 hull per second.  I've not seen per second regen in combat, but only every 5 seconds or so and regeneration (based on vanilla vasari colony cap) of about 50 (based on constants file: InCombatHullRegenerationPenalty 0.5).

I don't know if there is a hardcoded thing that calculates regen every X seconds or if the game just does that.  I think we are 'stuck' with only increasing the hull regen percentage.

 

Reply #3 Top

Yeah, the passive regeneration (basically the passive hull regeneration like Semaz stated) is what I am talking about.  From all of my testing it seems like modifying the hull repair rate just increases the quantity of hull points restored over a constant time interval.

While this does modify the regeneration in HULL/SEC, the issue is that ships die to volley fire because the regeneration does not cycle every second.  It could be 5 seconds, or maybe even 10-15 seconds ( probably game lag causes the delay, which tne causes your ships to die ).

It would be nice if they were more clear wether the regen adjustment affected the regeneration (cycle) time, or just hull points regenerated, or both.

Reply #4 Top

Quoting Makon86, reply 3
While this does modify the regeneration in HULL/SEC, the issue is that ships die to volley fire because the regeneration does not cycle every second.  It could be 5 seconds, or maybe even 10-15 seconds ( probably game lag causes the delay, which tne causes your ships to die ).
End of Makon86's quote

Unfortunately, this is intentional and the engine was purposely coded in such a fashion by the Devs. I believe it's to discourage focusing fire/number spam or something of the sort, but don't quote me on that.

Reply #5 Top

Quoting SemazRalan, reply 2
Capitals just have base and then per level upgrade. I never saw ships in combat regenerate per second, but every 5 or so seconds.
End of SemazRalan's quote

I believe the numbers in the entity files are per second. Internally I think its applied consistently, its just the infocards only update themselves every 5 seconds or so.

Quoting Makon86, reply 3
While this does modify the regeneration in HULL/SEC, the issue is that ships die to volley fire because the regeneration does not cycle every second. It could be 5 seconds, or maybe even 10-15 seconds ( probably game lag causes the delay, which tne causes your ships to die ).
End of Makon86's quote

Again I think internally it handles the damage in real time, its just the visual stuff like affects and infocards do not update instantaniously. I often see my LRMs stop shooting at a target before it actually dies, this is because once the target internally dies it tells the ships firing it to pick a new target. It may still appear alive and missiles will be heading towards it but most of the time it knows which volley inflicted the killing shot.

That said, I've certainly seen a few bugs in this system as well. and perhaps my observations are due to a more complex issue.

Reply #6 Top

That makes sense.  Thanks for the input!