How fast. . .

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how mutch armor could a operator patch (per hour)

10MDC
8
26%
20MDC
5
16%
30MDC
4
13%
40MDC
3
10%
50MDC
0
No votes
60MDC
0
No votes
70MDC
0
No votes
80MDC
0
No votes
90MDC
0
No votes
100MDC
2
6%
Other
9
29%
 
Total votes: 31

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Drakenred®™©
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How fast. . .

Unread post by Drakenred®™© »

assumeing a fully equiped shop with apropreate tools, crains and lifts, and other items,Including new armor repair compound, how fast can a Operator patch armor(on each succesful roll)
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Drakenred®™©
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Unread post by Drakenred®™© »

Presonaly I use the die roll to show how mutch armor was repaired on a successfull roll every 4 hours of repair time when you have a fully equiped shop, 2 hours if your stipping armor for replacement or scrap.
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Shorty Lickens
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Re: How fast. . .

Unread post by Shorty Lickens »

Drakenred®™© wrote:assumeing a fully equiped shop with apropreate tools, crains and lifts, and other items,Including new armor repair compound, how fast can a Operator patch armor(on each succesful roll)

how mutch armor could a operator patch (per hour)
------------------
How MUCH.
Assuming
Appropriate
Cranes
Successful
-------------------

Good lord, man! Anyway, I say 40MDC per hour with modifiers based on the quality of equipment and availability assistants.
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Jack Daniels
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Unread post by Jack Daniels »

How much armor could an armor patcher patch if an armor patcher could patch armor?

Based on reality? I think it would depend on what the armor is being patched onto. Tank armor would be much simpler than body armor, for example. Fewer odd angles to worry about.

Based on game play? I have no idea beyond "whatever seems reasonable for the situation" (ie GM's call).
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Unread post by Guest »

It's variable, depending on what's being patched.
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Unread post by Blight »

it also depends on the equipment used if he has a crane holding up a large plat to a building or giant vehicle and an industrial wielder he could go through a lot.
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Drakenred®™©
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Unread post by Drakenred®™© »

which has nothing to do with my question which was how fast do you think is resonable to repair armor with a fully equiped shop, that assumes they have all the equipment they need to patch armor
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Unread post by SkyeFyre »

What kind of armor? How experienced is the Operator?
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Re: How fast. . .

Unread post by Joey Jo Jo Jr »

Shorty Lickens wrote:
Drakenred®™© wrote:assumeing a fully equiped shop with apropreate tools, crains and lifts, and other items,Including new armor repair compound, how fast can a Operator patch armor(on each succesful roll)

how mutch armor could a operator patch (per hour)
------------------
How MUCH.
Assuming
Appropriate
Cranes
Successful
-------------------


Thanks, it constantly amazes and annoys me just how many pathetic and mind numbingly easy spelling errors there are in people's posts especially considering there is a SPELL CHECKER, use it people, it doesn't take long.
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Re: How fast. . .

Unread post by RainOfSteel »

Joey Jo Jo Jr wrote:Thanks, it constantly amazes and annoys me just how many pathetic and mind numbingly easy spelling errors there are in people's posts especially considering there is a SPELL CHECKER, use it people, it doesn't take long.

I would happily accept all the spelling errors (after all, some are merely fat-fingered typos) if we could just get some consistent netiquette (and no, I am not referring to any post in this topic in regards to that, just being grumpy in general).
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Re: How fast. . .

Unread post by RainOfSteel »

Shorty Lickens wrote:
Drakenred®™© wrote:assumeing a fully equiped shop with apropreate tools, crains and lifts, and other items,Including new armor repair compound, how fast can a Operator patch armor(on each succesful roll)

how mutch armor could a operator patch (per hour)
------------------
How MUCH.
Assuming
Appropriate
Cranes
Successful
-------------------

Oh, and since we're already on the subject, I will digress and note that there were six other, ahem, issues, you avoided mentioning.
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Re: How fast. . .

Unread post by Mech-Viper Prime »

Drakenred®™© wrote:assumeing a fully equiped shop with apropreate tools, crains and lifts, and other items,Including new armor repair compound, how fast can a Operator patch armor(on each succesful roll)
depends on level, how many helpers the operator has, the distance of the call... wait that has nothing to do with it,
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Re: How fast. . .

Unread post by Dead Boy »

Drakenred®™© wrote:assumeing a fully equiped shop with apropreate tools, crains and lifts, and other items,Including new armor repair compound, how fast can a Operator patch armor(on each succesful roll)
The Field Armorer skill lts you fix 20 MDC per skill roll, so in a proper shop with the right tools, an Operator should be able to do twice that. So call it 40 MDC per.
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Unread post by dark brandon »

woh...in the bionic sourcebook, wasn't it stated like, 6D6 per hour, double it if you make a sucessful skill roll?
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Re: How fast. . .

Unread post by Drakenred®™© »

Dead Boy wrote:
Drakenred®™© wrote:assumeing a fully equiped shop with apropreate tools, crains and lifts, and other items,Including new armor repair compound, how fast can a Operator patch armor(on each succesful roll)
The Field Armorer skill lts you fix 20 MDC per skill roll, so in a proper shop with the right tools, an Operator should be able to do twice that. So call it 40 MDC per.
yes but how many times in a day do you get to roll that

as for the other question, assume the guy is working with the usual adventurer groups

on second though, just have the Operators slip the rest of the group a micky in their drink when they offer to help, having the rest of the group asleep in the middle of a wilderness is 10 times safer than letting one of them try to help. . . ..

What? you dont know my guys! one of the asked with a straight face if useing explosive demolition charges on a fully armed missle tank would speed up the proccess of striping armor.
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Unread post by Nekira Sudacne »

here's Nekira's Quick and Dirty armor repair list:

all of this is assuming fully trained like an operator:

Feild Repairs: using laser torch to weld scraps from the battlefeild: 20 MDC in one hour, but looks terrible and further repairs can't be done until one gets to better facilites and removes the patches

Minimal facilities: you get back to an APC, have basic tools and factory spares: 10 MDC per hour but you can only repair up to 80% of normal maximum MDC

Good facilities: This has basic and a few specilized tools, factory spares and spare plating: 15 MDC per hour and can repair up to full MDC

Excellent facilities: This has all basic and specilized tools, and enough factory spares and plating to build a brand-new armor. 20 MDC per hour and can restore up to 100% MDC. Operators and Psi-Techs can even add extra MDC and features here at the rate of 1 new feature or an extra 10 MDC per 6 hours of work.

Superb Facilities: This has all basic, specilized and precisions tools, enough spare parts to build several new ones and full scemetaics always on hand, and enough other comonets to do other things with as well. these facilities can repair 30 MDC per hour as long as it had at least 10% origional MDC remaining (if not it's beyond repair, use the spares to build a new one). it has enough that operators and such can install and even invent new features and sensors, as well as improve on exsisting models.
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Unread post by GaredBattlespike »

I would have the Field Armorer skill roll be a guide: 20 MDC + (Skill Total - Rolled % as a bonus) per hour.
For example; If John Smith the Operator has a Field Armorer Skill at 75% and rolls a '50' on % then he would have repaired 45 (20+[75-50=] 25 )MDC that hour, assuming the facilities in the original question are, indeed, available. If lesser or greater facilities are used, the I simply do the following:
Field Conditions: 1/4(Round Down) aforementioned total (11 in this case).

Poor Conditions(in the back of an APC or some such):1/2 (Round UP) aforementioned total (23 in this case).

Good Conditions (APC specially re-worked to be a portable workshop):
Normal(No Penalty or Bonus)

Excellent(Large Workshop with Excellent supplies/tools): X 1.25(Round Up) aforementioned total (56 in this case).

Factory Level (Factory must be truly functional): X 1.5 to X 2 (Round Up) aforementioned total (68 - 90 in this case).

This is just my idea. :-D
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Unread post by Kelorin »

Does anyone factor in the original type of damage in their repair estimates?

For example, a SAMAS that has taken 96 points of damage from laser weapons could probably by patched fairly easily using armor filler compound 'X'. But a similar section on another SAMAS damaged by plasma weapons or missiles, Dragon flame breath, Rivers of Lava, Fire Elementals, etc. might be melted or degraded to the point that additional MDC armor plating simply cannot be patched on top of the existing armor, and entire sections may need to be replaced, requiring original factory spare parts, or knock-off equivalent parts, or your Operator may need to fabricate a similar section himself from scratch.

Just wondering...
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Unread post by Spectre »

Has anyone here ever welded anything? To weld a simple patchpanel on a car takes an hour or more, and that is simple steel. (this is going slowly as to not warp the surrounding metal. Some thing like that would be 10-15 MDC tops.This doesn't take into account that he may have ceramics to deal with, and if he has setting times.
I give a good repair job prolly 10-20 MDC per. That's to do it right.
If he is doing a down n dirty repair, not caring about how it looks or overall functionality, 30 tops.
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Unread post by Kelorin »

That would be true if the repair in question called for welding. What if the damage is to a car door, and is extensive enough, that you end up replacing the door. How long would that take?

What about cars where the bodywork is mostly made of fibreglass panel, then what?

Realistically, you can't assign a set MDC/hour based purely on the type of facilities available.

There was an old Protoculture Addicts article many years ago written mainly for Robotech, but that could be adapted to Rifts, specifically dealing with types of damage (armor, electronics, weapons, locomotion/mechanicals, etc.), amount of damage, skill level, and used the information on chart / table to determine repair times.
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Unread post by Scyber »

I'd say 10 MDC per hour. More people would obviously increase this speed. Despite how many fancy tools you have, one operator can only use one at a time.

I always ran my campaigns where the PCs would have to go to a town/city after major encounters and wait a few days while the town operator repaired everything. Plus this lets operators charge more for labor :)
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Re: How fast. . .

Unread post by Dead Boy »

Drakenred®™© wrote:
Dead Boy wrote:
Drakenred®™© wrote:assumeing a fully equiped shop with apropreate tools, crains and lifts, and other items,Including new armor repair compound, how fast can a Operator patch armor(on each succesful roll)
The Field Armorer skill lts you fix 20 MDC per skill roll, so in a proper shop with the right tools, an Operator should be able to do twice that. So call it 40 MDC per.
yes but how many times in a day do you get to roll that


As you full well know, there are no rules covering this in the book, so this is what I popose. A single job should take 5 hours/300 minutes. For every Level of Experience the character is used as a divisor to that time. So while a first level novice Operator would take all five hours to patch that 40 MDC hole (requiring a single skill roll), by second leve he's catching on and moving up on the learning curve needing half that time. By fifth level the same job only take him an hour (again, one skill roll). By tenth level, he's patching 40 MDC every 30 minutes.

What cha think?
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Unread post by Danger »

For the love of...

A double post.

:frust:
Last edited by Danger on Fri Oct 28, 2005 3:26 pm, edited 1 time in total.
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Unread post by Danger »

Nekira Sudacne wrote:Nekira's Quick and Dirty armor repair list


:ok:
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