When a component is damaged by various sources, it impairs it's functionality. Therefore, repairs are needed to be taken place. As repairs are done, using different repair tools, a cooldown will start - allowing no other interactions with the component. Damaged components will show damage indicators that notify the players on the airship of damaged components, and of their status.
Once a component completely uses its HP it is destroyed and need to be rebuilt.
As mentioned before, as components take damage, they lose some of their functionality (with the exception of the armor and the hull.). Here is a list of all the effects the damaged component will endure:
- Weapons will have reduced pitch/yaw speeds, ROF (rate of fire) and reload time.
- Engines will have reduced thrust generated.
- Balloons will have reduced lift force generated.
In order to prevent or alleviate those effects repairs are needed to take place.
In order to repair a component, a use of repair tools is needed. The repair tools allowing for repairing abilities are the following: Rubber Mallet, Pipe Wrench and Shifting Spanner. Each tool has a different HP replenished per use, and a different cooldown period in which no interactions with the component can be made (like extinguishing or further repairing.).
|Tool||HP Per Use||HP Per Second||Cooldown (seconds)|
Optimally, the best repair tool to use for repairs, is the mallet, due to it's high repair efficiency. However, both for gunners, or for engineers who wish to use the Dynabuff Industries Kit and still maintain a fire fighting ability (Fire Extinguisher or Chemical Spray) - the Pipe Wrench is a mandatory choice due to the combined mediocre power to both repair and rebuild decently. The Spanner is not recommended for main repair purposes due to its low repair power. However, due to its low cooldown time, it is used for making flexible repairs before the mallet use, or for components who are lightly damaged without activating a high cooldown time.