#537 closed enhancement (fixed)
Repair functionality for damaged buildings
Reported by: | Evans | Owned by: | |
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Priority: | Nice to Have | Milestone: | |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description
Give builders the ability to repair damaged buildings.
Attachments (1)
Change History (7)
by , 14 years ago
Attachment: | Repair.diff added |
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comment:1 by , 14 years ago
comment:2 by , 14 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:3 by , 14 years ago
Wouldn't it depend on the original build time? Buildings which take longer to build would take longer to repair, right?
comment:4 by , 14 years ago
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.
comment:6 by , 8 years ago
Keywords: | review removed |
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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.