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Tool Cooldown

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Wundsalz:
Each tool swing causes the whacked component to vibrate. If a component is whacked too frequently, a stimulation close to an eigenfrequency of the component or the entire ship can be caused. This is the reason for countless catastrophic failures in the early days of aviation. We've researched this Phenomenon and learned from the failures of the past. As a result all airship engineering directives, which is in effect these days, emphasize the necessity of keeping strict cooldown times in-between tool whacks.

RedRoach:
I like to think that every time I hit something with my spanner, I'm hitting a specific part, like a tuner for the engines, and those things take a while to pop out again. When they don't pop out again, they're full.

With bigger items, bigger and more important parts are stabilized per swing. However, these larger, more studier parts take time to pop out again before they can be interacted with.

This is also a key part as to why repairing with such a weak tool such as the spanner is important. The large parts require heft in order to push and repair, taking a while to push with the unwieldy mallet and wrench, while the small parts can be quickly adjusted and fabricated for mid-combat use.

Alright, now to shift out focus to more tools than just repair.

Why can't someone repair something that's been chemsprayed 3 seconds ago, and vice-versa?

Ultimate Pheer:
Percussive maintenance doesn't work if something isn't broken, or if you hit it too much.

You need to space out your violence against the crucial ship components so that it doesn't get angry at you and stop working entirely.

Kamoba:

--- Quote from: Watchmaker on November 18, 2014, 04:54:13 pm ---Gotta give your steam-powered mechanisms time to equalize the pressure.  Or something like that.

--- End quote ---

Translated into Arashi: "Bang! Tick tock tick tock... Bang!"

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