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#10 |
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Join Date: Aug 2004
Location: Wellington, NZ
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I would assume that a (space)ship that's expected to go on long patrols, and which might get damaged a long way from help, would have at least sufficient tool kits that they'd count as a tool kit large enough to allow their use for repairs. More likely they'd have a large enough workshop. 200 pounds per 10 tons is one percent of mass, which doesn't seem excessive (and includes spare parts, according to UT p.82). I'd also assume that the tools or workshop is part of the ship's base design for a long-duration ship.
I would also assume that even with such a shop, repairs to major systems that take criticals hits or the like would require constant tinkering and wouldn't give full capability. Of course, B484-5 says that such a system requires parts (so a mere toolkit would be insufficient without a supply of parts), and if it's really broken ('dead') it's going to require a complete replacement anyway. When it comes to taking penalties for repairing expensive things, remember that extra time can be taken to offset them. I'd also consider looking at the likely price of an individual system or piece of equipment if something specific has been broken, rather than treating it as repairing the ship as a whole, which may lower the cost of the thing being repaired enough to reduce the penalty somewhat (probably not for bigger systems). I'd also consider bonuses for having assistants - not just the task assistance rules, but for large jobs saying that if a system is worth $10 million, and you've got a repair team of a dozen (and the system is physically big enough that they can all reasonably work on it at the same time) that each person is really working on a ~$833 thousand job, so the penalty is only -2 rather than -3. The rules on B346 for large/long tasks would apply.
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| repairs, tool kits, vehicles |
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