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Repairing Vehicle Si Damage

what are the rates costs for repairing vehicle SI damage and component damage.

the starship rates seem a little harsh.
 
I have no idea of the 'official' rules for it, but I would base IMTU on the fact that parts for a modern car cost 4 times as much as the new car.

So multiply the cost of the vehicle by 4 to calculate replacement cost.
Divide replacement cost by the total number of points the vehicle has.
The result is the repair cost per point of damage.

Note that over 25% damaged, it is cheaper to declare the vehicle a total loss and buy a new one.
 
If you area repairing a car not all the cost is replacement parts.
If its a few holes in the finder, that should not cost too much.

My main question is how fast can the vehicle SI be repaired?
If you use the ship rates, It could take months to repair a car.
If there was no starport, you're SOL.
 
Oh, I see. I thought that you meant "rate" as in 'price', but you meant rate as in 'speed'.

Again, I know of nothing official, but ...

Employee salaries are about 25% of the cost of 'manufacturing'. If we apply that to repair and use the Gunner's salary of 1000 credits per month as the wages of a typical worker, then 'the Maytag Repairman' (our generic fixer) can repair 4 x salary = 4000 credits per month = 25 credits per hour.

Dividing the cost of the repair by 25 credits per hour will tell you how long it will take one man to complete the repair. Obviously, two repairmen could do it in half the time; 10 repair men could complete the work in 1/10 the time.

How many men are available and convincing the shop owner to put all of his people on one repair is a matter for the GM and roleplaying.

I hope that this helps.
It is just my opinion based on a little 'real-world' statistics.
 
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