Using Nanite Repair Paste to repair Drones in the Drone Bay

Suggestion: Allow players to use Nanite Repair Paste on drones while they’re in the Drone Bay.

NRP is already used to repair damaged modules and is also used to repair armor damage via Ancillary Armor Repairers.

Secondary Suggestion: Allow the Nanite Repair Paste to be used to automatically repair all drones in bay at a rate of 1% per hour at a rate of 1 Nanite Repair Paste/Hour. Give it a toggle so people who do not want this behavior or do not want to find themselves out of Nanite Repair Paste at an inopportune time do not have to use it.

Please keep discussion to the topic stated in the OP; Using Nanite Repair Paste to repair drones.

Why need paste?

You have a drone bay, what is a drone bay if not the equipment to maintain the drones?

You don’t need paste to repair neither hull nor armor (the ancillary repper repair larger amounts with, but also works without - and all other hull and armor reppers just use a bit of cap).

I don’t know. Drones can be kind of oppressive as it is. Having the ability to auto-repair them is something that’s asked for quite a bit, but I’m unsure if it’s a good idea in the grand scheme of things.

Well there is a problem between ships for the debate. Some ships have a fair deal of spares, some have exactly the amount they have actively engaged in combat.

I am not saying an instant repair when recalling the drones is a good idea. But how it is now with them being damaged forever once hit, is also rather lame (at least in the ships that don’t have several sets to swap out the damaged ones until you return to dock).

A T2 armor repper gives about 2.25 HP/GJ, a similar repair (with an off / on toggle on the bay, so you can manage your cap use) seems like a thing that is missing to me.

That’s a fair point. The issue then becomes making those ships that are leaning towards the oppressive side even more so.

A high slot ancillary drone repair module (boosted with nanite paste) could be interesting, with it repairing drone hull, armor and then shields.

There’s too much pressure on mids and lows, but a utility high could offer some give and take.