Ticket #537 (closed enhancement: fixed)

Opened 3 years ago

Last modified 3 years ago

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

Repair.diff (5.4 KB) - added by evans 3 years ago.

Change History

Changed 3 years ago by evans

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:2 Changed 3 years ago by philip

  • Status changed from new to closed
  • Resolution set to fixed

(In [8015]) # Add repair command. Fix #537 (Repair functionality for damaged buildings) based on patch from evans. Make some unnecessarily optional template elements required.

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.

comment:5 Changed 3 years ago by anonymous

  • Milestone Unclassified deleted

Milestone Unclassified deleted

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