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How fast. . .
Posted: Mon Oct 17, 2005 11:11 pm
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)
Posted: Mon Oct 17, 2005 11:13 pm
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.
Re: How fast. . .
Posted: Mon Oct 17, 2005 11:15 pm
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.
Posted: Mon Oct 17, 2005 11:21 pm
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).
Posted: Mon Oct 17, 2005 11:39 pm
by Guest
It's variable, depending on what's being patched.
Posted: Mon Oct 17, 2005 11:45 pm
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.
Posted: Mon Oct 17, 2005 11:56 pm
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
Posted: Tue Oct 18, 2005 12:26 am
by SkyeFyre
What kind of armor? How experienced is the Operator?
Re: How fast. . .
Posted: Tue Oct 18, 2005 12:28 am
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.
Re: How fast. . .
Posted: Tue Oct 18, 2005 1:42 am
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).
Re: How fast. . .
Posted: Tue Oct 18, 2005 1:47 am
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.
Re: How fast. . .
Posted: Tue Oct 18, 2005 8:31 am
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,
Re: How fast. . .
Posted: Fri Oct 21, 2005 5:13 pm
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.
Posted: Fri Oct 21, 2005 5:23 pm
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?
Re: How fast. . .
Posted: Sat Oct 22, 2005 12:15 am
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.
Posted: Sat Oct 22, 2005 12:22 am
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.
Posted: Sat Oct 22, 2005 10:35 am
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.
Posted: Tue Oct 25, 2005 4:23 pm
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...
Posted: Tue Oct 25, 2005 6:09 pm
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.
Posted: Wed Oct 26, 2005 11:16 am
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.
Posted: Wed Oct 26, 2005 11:30 am
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
Re: How fast. . .
Posted: Fri Oct 28, 2005 3:15 pm
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?
Posted: Fri Oct 28, 2005 3:24 pm
by Danger
For the love of...
A double post.
Posted: Fri Oct 28, 2005 3:25 pm
by Danger
Nekira Sudacne wrote:Nekira's Quick and Dirty armor repair list