Reboot and Repair: Difference between revisions

Added note of shields being recharged in the process, minor grammar corrections.
Fixed structure
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(Introduced in 1.2)
'''{{PAGENAME}}''' is a function listed in the right UI panel that allows pilots to repair broken modules with the cost of cannibalizing healthy ones.<ref group="nb">Reboot and Repair cannot repair canopy or hull</ref>


There is an option in the Functions Tab:
The health taken from healthy modules is double the amount of health given to broken modules. Furthermore, the function will not work if no modules have less than 5% health or if there aren't any broken modules.


[REBOOT/REPAIR]
Once the function has been activated, the ship will shut down, deactivating [[Shield]]s and [[Thrusters]] in the process.


Use this to initiate a diagnostics and repair sequence. During this sequence, your ship will cannibalize healthy modules to repair completely broken ones.
== Trivia ==
* Introduced in v1.2


Each broken module will be brought back online with a couple of percentage points of health.
== Notes ==
 
<references group="nb" />
For every percentage point of health repaired, double this amount is taken from randomly selected healthy modules.
 
This sequence will fail if you have no modules with more than 5% health, or if you have no completely broken modules. The sequence cannot repair hull or canopy failure.
 
Warning, once initiated, you will have no ship control until the process is complete. Keep in mind that your shields gonna deactivate and need to be recharged again after reboot and repair process.