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I came up with this based on the idea of repair beams used in the game Star Trek Armada II. The game makes use of "repair ships" which are very small and each one is able to slowly regenerate the "health" of a ship. Utterly unrealistic, as is this beam itself really, but condensing this idea down with an eye for the energy surplus economics of the Star Trek universe.
Functionally the beam can basically repair about an average US soda can (12 fl. oz. / 355 ml) every 2 seconds. A little less than that, it's actually about 45% of the can every second, but this is for visualization purposes. The process is intended to be energy intensive, which fits with the Star Trek universe and provides easy ways to bypass it for actual gameplay. When the power balance would be tipped by using such technology in an actual game, it will be easy to overcome it simply by writing in an energy shortage of some kind. Other environmental factors are at play too, if transporters / replicators may not work (high levels of radiation or heavy subspace interference) this kind fo repair would be unreliable at best.