Ticket #537 (closed enhancement: fixed)
Repair functionality for damaged buildings
| Reported by: | evans | Owned by: | |
|---|---|---|---|
| Priority: | Nice to Have | Milestone: | |
| Component: | Core engine | Keywords: | review |
| Cc: |
Description
Give builders the ability to repair damaged buildings.
Attachments
Change History
comment:1 Changed 3 years ago by Philip
I think the repairProgress thing is unnecessary here - we can simply modify the hitpoints and don't need any more data.
I don't know what we should do in terms of the time and resource cost. I think it maybe makes sense to depend just on the hitpoints and not the original build time, so I've just replaced it with something simple and stupid for now.
comment:3 Changed 3 years ago by evans
Wouldn't it depend on the original build time? Buildings which take longer to build would take longer to repair, right?
comment:4 Changed 3 years ago by Philip
That would mean you could have a building with 10 attackers and 5 repairers remaining at a stable hitpoint level, while another (slower to build) building with the same armour and 10 attackers might need 10 repairers to balance out the damage. It seems a little strange and unintuitive to have that kind of behaviour, vs repairers just repairing a constant amount of HP regardless of the building. I'm not at all certain either way, though - I guess we need look at the numbers and playtest it to work out what's sensible.
